immersive animation - RocknRoll Animation

Transcription

immersive animation - RocknRoll Animation
IMMERSIVE ANIMATION
Egbert de Ruiter
Martin Lacet
Gatze Zonneveld
EMMA ISCA
2006-2007
2
Index
Illustrations
4
Attachments
5
Introduction
6
Chapter I: The Relationship between Humans and the Environment
1.1
1.2
1.3
1.4
The Physical relation between Humans and their Environment
Environmental Psychology
Atmosphere
1.3.1 Colour Theory
1.3.2 The Other Senses
Immersion
1.4.1 The Suspension of Disbelief
Chapter II: Art Movements and the Environment
2.1
2.2
2.3
2.4
2.5
2.6
The Second Style of Pompeii
Renaissance
2.2.1 Mathematically Correct Linear Perspective
2.2.2 Oil Paint
Baroque
2.3.1 Trompe l'oeil
2.3.2 Ceiling Paintings
19th Century Panorama’s
2.4.1 Panorama Mesdag
Impressionism
2.5.1 High Dynamic Range Imaging and Tone Mapping
2.5.2 Atmospheric Perspective
Colourfield Painting
Chapter III: Contemporary Media and the Environment
3.1
3.2
3.3
3.4
3.5
3.6
Cinema
Special Format Film
3.2.1 Widescreen formats
3.2.2 IMAX
3.2.3 OmniMAX
3.2.4 IMAX 3D
Sens-o-rama
Home Theatre
3.4.1 Ambilight
Themepark rides
3.5.1 Physical Immersive Rides: Droomvlucht
3.5.2 Virtual Immersive Rides: StarTours
Virtual Reality
3.6.1 Videogames
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15
15
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18
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19
20
21
22
23
25
26
28
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35
36
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39
41
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3.7
3.6.2 Head Mounted Displays
3.6.3 CAVE: Cave Automatic Virtual Environment
3.6.4 Idome
Future and Fictional
3.7.1 The Holodeck
3.7.2 The Matrix
Chapter IV: Finding a Happy Place
4.1 Perfect Places
Chapter V: The Animated Environment
5.1 Direction
5.2 Cinematography
5.3 Editing
5.4 Design
5.5 Colour and Lighting
Chapter VI: The Physical Viewing Environment
6.1
6.2
6.3
6.4
Interior and Exterior Design
Video Design
Audio Design
Technology
Chapter VII: The Practical Research regarding Treehuggers
7.1 Story
7.2 Design
7.3 Direction and Storyboarding
7.4 Production
7.5 Viewing Environment
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Conclusion
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Bibliography
71
Title Index
74
4
Illustrations
Fig. 1.1
Fig. 1.2
Fig. 2.1
Fig. 2.2
Fig. 2.3
Fig. 2.4
Fig. 2.5
Fig. 2.6
Fig. 2.7
Fig. 2.8
Fig. 2.9
Fig. 2.10
Fig. 3.1
Fig. 3.2
Fig. 3.3
Fig. 3.4
Fig. 3.5
Fig. 3.6
Fig. 3.7
Fig. 3.8
Fig. 3.9
Fig. 3.10
Fig. 3.11
Fig. 3.12
Fig. 3.13
Fig. 4.1
Fig. 4.2
Fig. 4.3
Fig. 4.4
Fig. 7.1
Fig. 7.2
Fig. 7.3
Fig. 7.4
Still from 2001: A Space Odyssey, Stanley Kubrick, USA, 1968, p. 10
Still from La Fabuleux Destin d’Amelie Poulain, Jean-Pierre Jeunet, France, 2001,
p.10
Mural inside Villa Livia, Prima Porta, Italy, 20 BC, p.16
Example of 1-point linear perspective, p.17
Crucifixion of St. Peter, Carvaggio, Rome, Italy, 1601, p.18
San’Ignazio Affresco Soffitto, Andrea Pozzo, Rome, Italy, 1690, p.19
Wideshot of Panorama Mesdag interior, Scheveningen, the Netherlands, p.22
View from the viewing platform in Panorama Mesdag, Scheveningen, the
Netherlands, p.22
Parc Monceau, Claude Monet, Paris, France 1876, p.23
HDR photograph of a harbour, Peter van Allen, the Netherlands, 2007, p.24
Photograph showing atmospheric perspective, www.wikipedia.org, 2007, p.25
Orange and Yellow, Mark Rothko, USA, 1956, p.26
Diagram of an OMNIMAX theatre, www.imax.com, 2007, p.30
Sensorama advertisement poster, 1958, p.33
Photograph of a basic, modern home theatre, www.philips.com, 2007, p.33
Photograph of a very luxurious home theatre, www.hometheatremag.com, 2007, p.33
Photograph of a Philips Ambilight television, www.misc.philips.com/ambilight/,
2007, p.36
The entrance to Droomvlucht, Kaatsheuvel, the Netherlands, 1993, p.37
Interior shot of Droomvlucht, Kaatsheuvel, the Netherlands, 1993, p.38
Interior shot of Droomvlucht, Kaatsheuvel, the Netherlands, 1993, p.38
Interior shot of the pre-show of Star Tours, Disneyland California, USA, 1987, p.40
Still out of the Star tours ride, Disneyland California, USA, 1987, p.40
Photograph of a CAVE, Japan Atomic Energy Research Institute, Japan, 2004, p.44
Photograph of an Idome, Icinema centre for interactive cinema research, Australia,
2007, p.45
Diagram of an Idome, Icinema centre for interactive cinema research, Australia, 2007,
p.45
Still from Monsters Inc., John Lasseter, USA, 2001, p.48
Still from La Fabuleux Destin d’Amelie Poulain, Jean-Pierre Jeunet, France, 2001,
p.48
Still from Fellowship of the Ring, Peter Jackson, New Zealand, 2001, p.48
Parc Guell, Antoni Gaudi, Barcelona, Spain, 1914, p.48
Compilation of pre-production artwork Treehuggers, Gatze Zonneveld, 2007, p. 60
Storyboard Treehuggers, Gatze Zonneveld, 2007, p. 63
Testrender Treehuggers using Maxwell, Gatze Zonneveld, 2007, p. 67
Succeeding installation designs and technology designs (final design not shown)
Treehuggers, Gatze Zonneveld, 2007, p. 68
5
Attachments
01, A digital version of this thesis Immersive Animation, Gatze Zonneveld, 2007, 1 PDF file, CDROM
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Introduction
Environments... Every single moment of our lives we find ourselves inside an environment. Places
where we interact with others, to talk, to eat, to learn… Or places to be alone and think. We go to
places all around the world, to experience new things and learn about different cultures. The
environment is omnipresent and ever changing. We might even go as far as saying we are actually part
of the environment. Yet, for some reason, we are barely consciously aware of our environment. We
actually take it for granted.
In recent years, a new field of study has formed, called ‘Environmental Psychology.’ The field draws
on work in a number of disciplines including anthropology, geography, psychology, design and
architecture and focuses on the relationship between humans and the environment, both natural and
manmade.
The research originates from the 1940’s, though it might be argued that it’s been an important part of
many Eastern philosophies for thousands of years. But only in the last few decades, people in the West
have started to take interest.
Nowadays, the research mainly concerns save and secure city planning and the creation of productive
workplaces, though it’s influence and the quality of research is minimal.
I, however, do think the field is extremely interesting and that it could be implemented in lots of other
areas. One area that could also benefit from it is film and animation and therefore the question I want
to research in this thesis is:
How can a higher degree of immersion be reached in the medium of animation?
With immersion, in this case, I mean the feeling of being in an environment.
The idea to choose this subject for my exegesis comes from the fact that I notice that the environment
I’m in has a lot of influence on my emotions and that I really miss that in animation or film.
Obviously, there is immersion in existing film and animation, but the degree of it varies and I think it
could definitely be taken a step further. Furthermore, there has been quite a lot of research in the fields
neighbouring that of my thesis question, so I see it as a natural step to bring those findings into the
field of animation.
In my research I want to focus on engaging environments in which the viewer gets a feeling of
happiness or bliss and where the viewer really wants to be.
In answering my thesis question, I hope it’ll open up new possibilities for animation in general and
that it would give directors (and myself) new tools in bringing across ideas to the spectator.
My research will mainly consist out of literary research and the analysis of several installations, films
and animations. In order to be able to answer the main question of this thesis I will first research what
actually constitutes the relationship between human beings and their environment. Next, we will look
at what role the environment has played in different art movements and what role it plays in
contemporary media. After that we’ll try to understand what makes an environment a happy place, in
which people like to be.
In the second part of my thesis we will apply the knowledge gathered in the first part, specifically to
the medium of animation and see how it effects its different aspects. After that I’ll research what kind
of implications this has for the ideal viewing environment. And finally, we’ll see how all of this
applies to a real-world project, namely my graduate animation.
The end result of this thesis will hopefully be a more comprehensive view on immersion and an
animated short/installation, in which the findings of my research will be incorporated. This
animation/installation will also help me prove or disprove my findings and will be part of the
conclusion of my thesis.
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Chapter I
The Relationship between Humans and the Environment
In this first chapter I will provide you, the reader, with a context for the rest of the thesis. It will deal
with the relationship that exists between humans and the environment. But what actually constitutes an
environment and how do we interact with it? How do environments influence the emotions of people
and what makes an environment have a certain ambience or atmosphere? And what is this thing called
immersion anyway? These are the questions I will try to answer in this first chapter.
1.1 The Physical Relation between Humans and their Environment
The environment constitutes the surroundings or conditions in which a human, animal or plants lives
and operates (Environment, Oxford Dictionary, www.askoxford.com, juli2007). In other words, it’s
the combination of all things around you, such as plants, animals, the sky, the sea and architecture and
also other human beings. This means that you yourself are also part of other people’s environment.
So, it’s quite obvious that the environment has a huge impact on a person, both physically and
mentally. As can be read in Darwin’s Origin of Species, as well as many other books on social
biology, the environment has played a huge role in the evolution of mankind. By moving away from
the African jungles to the colder, northern continents of Europe and Asia, the primitive ape men
developed in the tall, upright walking humans of today. The environment has such a profound effect
on human development, that there are many different variations within the human species, originating
from specific regions. It has resulted in different skin colours, bone structures and postures.
Humans also have a (growing) impact on the environment. As technology developed, people started
building houses, cultivating land to grow vegetables on, excavating the earth for building materials
and energy… Nowadays, humans even have the means to create entire islands in the sea and cities in
the desert (Dubai). And although humans now have such a powerful hand in shaping the environment,
this also has negative consequences. Deforestation has lead to the extinction of many different plants
and animals. Large fossil fuel consumption has lead to the pollution of air and is now causing global
warming, which according to some scientists, such as professor Mark Meier of University of
Colorado, in the American Physical Society Review of July 20, 2007, will lead to a massive rise in
seawater levels. Large coastal areas will be swallowed up by the sea and climates will become hotter
and more extreme.
It is safe to say that humans have an odd relationship with the environment. It seems that a lot of
people are not consciously aware of the environment and how they affect each other. Humans depend
on their environment for sustenance, shelter, warmth, oxygen… pretty much everything. This is
because everything around you is what makes up your environment. But that makes the environment a
pretty broad concept and the distinction between something being part of the environment and
something being in the environment quite vague.
I would like to argue that an environment is everything detectable around you, that you are not
currently actively interacting with. A person walking in a street is part of the environment you’re in,
until you walk up to that person and interact with him. He or she then becomes a person in that
environment together with you. Same thing goes for objects you might interact with, like a chair or a
computer.
This definition also allows for the existence of numerous different environments. In the broad
definition of the word, the environment is the entire universe that surrounds you, where in my
definition it is everything that is detectable (see able, audible, tangible, etc.) at any one moment. This
allows the universe to be divided into smaller environments, such as a town, a beach or a room.
The characteristics of an environment are very important in the physical relationship between it and
the humans occupying it. According to Faber Birren, in his 1978 Color and Human Response,
environmental light and its colours plays one of the basic roles in the mental and physical state of a
person. Most important in this are “light and dark rhythms” (p.21) or night and day rhythms. Lightness
and darkness both cause different physiological reactions in the human body. Light will make the body
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more awake, make the hart pomp faster and increase neural activity in the brain. Darkness tells the
body it’s time to sleep, which slows down the heart. Obviously, prolonged light or light deprivation
causes problems. Both can result in eye troubles, heart problems and hormonal disorders.
The colour of the light is also very important. Although there are numerous theories about the effects
of certain colours and their effect on humans, one thing is clear and that is they definitely have a large
effect on a persons mental state and as a result of that also on a persons physical health. Mentally
healthy people are most comfortable with varied, dynamic colour schemes. Psychiatrists often place
mentally ill people in environments of a single colour to calm them down. This lack of colour dynamic
is meant to relax the patient and present him with a safe and secure atmosphere. People that are not
mentally ill however, might find such an environment extremely disturbing and uncomfortable to be
in.
Frequencies of light that extend beyond that of the visual spectrum are also very important physically.
On the one end, low frequency infra-red light is an important source of warmth and is needed to keep
to body at the right temperature. On the other end of spectrum, there is high frequency ultra-violet
light, which like infra red light, is also absorbed through the skin and is needed in the production of
vital vitamins and other building blocks in the human body.
Other sensory stimulation is also very important. The temperature of an environment determines how
active a person is. The ideal operating temperature for a human is about 18-25 degrees Celsius. Below
that, the body will try to conserve energy to keep the body’s core temperature at 37 degrees. Above 25,
the body has to keep itself from overheating. Both result in less activity.
Ambient sound also affects the human body. Loud noise tends to increase hart rates, decrease response
times and make a person more irritable. Soft sounds on the other hand will tend to calm a person
down.
There also are the shape and quality of the environment’s surfaces. Hard, sharp, pointy surfaces are
obviously less comfortable than smooth, soft surfaces. The former are less comfortable too the touch
and increase the chance on injury.
The last aspect of an environment that affects a person physically, is its dimensions. A large open
space might feel very free or perhaps very desolate, while a very small room can feel cosy or
crammed, depending on other factors. Ergonomics of course also play a role. Objects that are too
small or too big might make it feel awkward to be in the environment.
These are some of the basic aspects of an environment that affect the relationship a person has with the
environment. However, a large part of how a person feels in an environment, beyond being
comfortable or uncomfortable, depends the affect it has on a person, mentally.
In the following paragraph we’ll take a look at Environmental Psychology and dive further into how
the environment affects a person psychologically.
1.2 Environmental Psychology
Environmental Design is a field of study that focuses on the relationship between humans and the
environment, from a psychological standpoint. It goes beyond that black and white approach of
environments being either comfortable or uncomfortable and researches how specific environmental
aspects and overall structuring of an environment affect a person’s mood or emotions. The research
finds most practical use in the design of large, public urban environments both indoor and outdoor. It
can for example be used to design a workplace that lead to higher productivity and healthy employees.
The research can also be used in the design of train stations or other areas of transit, that need to have
a safe and friendly atmosphere.
But like Toby Israel, in her 2003 Some Place Like Home, I think that environmental psychology can
also be used in the design of more personal spaces. In her book, she presents the reader with a number
of design strategies, aimed at making a person feel at home in an environment. Besides that an
artificial environment should be well build, be safe and secure and have function, she argues that one
of the most important aspects of feeling at home in an environment, is ones personal environmental
past. According to Israel, people start forming a mental image of the perfect place when they are but
four years old and that this image constantly changes and grows as people get older. She is basically
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saying that whether or not an environment is experienced as comfortable, highly depends on the
association the person has with that environment and therefore is very personal. One person for
example might find being in a large forest very comfortable and relaxing, while another may feel very
uncomfortable and a lot of anxiety, because he has gotten lost in a forest once, in his childhood.
Although this is a pretty extreme example, it does show how experiences in environments in the past,
shape our opinion on environments in the present. As a result of that, our assessment of environments
is also culture driven.
In general, environments that are experienced as comfortable contain certain elements that are
familiar, that remind the person of pleasant moments in the past. At the same time he looks at the
aesthetics of the environment (is it visually pleasing?) and for the possibility of growth of his mental
picture of the perfect place, in the form of fresh, new environmental elements.
Another important environmental aspect that drives our opinion of the environment is social contact or
social interaction. The amount of people can highly influence our mood and the atmosphere of the
environment. First of all, Israel presents us with the phenomenon first researched in the 1950s, called
the definition of personal space. It explains how people structure their environments into smaller
zones, around themselves. For example, the space around a person with a radius of 46 cm. is
considered intimate and can make him feel uncomfortable when inhabited by strangers. Distances of
3,6 m. or more are considered public.
People also tend to create small private spaces or territories within larger environments. Having a
small area they consider their own, makes people more comfortable as it gives them a sense of control
and freedom. Many offices accommodate for this by giving employees their own cubical, within a
larger workspace.
Generally, environments that appear crowded are considered uncomfortable. An environment being
crowded however, has more to do with the structuring than the amount of people. When larger
amounts of people can easily be divided into smaller groups, with their own territory, a person will
feel more comfortable, than when they form one great, big mass of people. This for example is
apparent when sitting on a terrace in front of a café. The terrace itself is a separate area of the street,
which is further divided in small areas around each table. On the one side of the terrace there is the
café, which is divided up into a register, a kitchen and a sitting area, which is also divided into small
areas around each table. On the other side of the terrace there is the street, which perhaps is divided
into a boardwalk, a bicycle path and a car road. Now imagine all those people placed randomly in that
main area. It’s clear to see how, structuring larger groups of people results in a less crowded feeling,
while still keeping the environment alive and full of excitement.
I think we now have a good idea of what makes an environment comfortable to be in. Environments
however, also have the ability to get people in a certain mood, be it positive or negative. Environments
can have a certain tone or atmosphere, but what is atmosphere?
1.3 Atmosphere
Atmosphere is a term used to describe the phenomenon of an environment having a certain pervading
mood or tone. But what makes an environment have a certain atmosphere? In the preceding
paragraphs you’ve been able to read what it is that makes up an environment and what makes it
comfortable or not to be in. Atmosphere however, doesn’t necessarily have to with an environment
being comfortable or not. Although atmosphere is quite an intangible concept and hard to quantify, I
think that it has a lot to do with the larger than average presence of certain environmental aspects.
I came to this conclusion by thinking in the opposite direction: what would a very bland, emotionless
environment look like? Looking back at the preceding paragraphs, the most bland environment
possible would be an average size room, very diffusely lighted (very low contrast), the room would
have an average amount of objects in it, surface quality would be something between rough and
smooth and colours would be medium saturated and varied. Basically, every environmental element
would be averaged.
This would lead me to believe that, in a very atmospheric environment, one or more environmental
elements are pushed to extremes. Different combinations of environmental elements pushed to the
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extreme will result in different atmospheres. As a result of this theory, an environment’s atmosphere
also depends on association by the visitor. The person in question needs to have a frame of reference,
in order to be able to judge what is average and what is extreme. Although this frame of reference will
generally result in the average environmental values as described earlier, it will not apply for all.
Someone who has only lived in completely empty environments, for example, might find an averagely
furnitured room feel very crowded. This means that environment’s atmospheres are somewhat
personal, but in general should follow the theory described above.
Too further clarify my theory, here are two examples from two films that are generally considered
very atmospheric: Stanley Kubrick’s 2001: A Space Odyssey and Jean-Pierre Jeunet’s Amelie.
Fig 1.1 2001
Fig. 1.2 Amelie
What is immediately noticeable about the two stills, is that both have one dominant colour; the still
from 2001 has red as its key colour and Amelie has an orange-yellow colour. Also note that both
images do have different coloured, contrasting accents to give the environment more depth.
Furthermore, fig 1.1 depicts a very large and very empty space and fig 1.2 depicts a relatively small
environment, filled a lot of objects (stairs, railing, table, plants etc.). In fig. 1.1 surfaces are made of
hard, flat shapes, whereas the surfaces in fig. 1.2 appear rounded, rough and worn. Both images also
feature bright, high contrast lighting.
I think this short analysis of these two stills, using my theory, explains why people find them
atmospheric: in both cases, several environmental aspects are pushed towards the extremes. The
difference in atmosphere between the two images is caused by the differences in which direction the
environmental aspects are pushed. Although all differences attribute to the difference in atmosphere,
one of the most important differences, in this particular case as well as other atmospheric
environments, is the use of colour and light.
1.3.1 Colour Theory
Colour theory deals with the effect colours have on people and the effect they have on each other. The
latter effects have been officially researched since the late 15th century by artists like Leonardo da
Vinci (1452-1519) and a definitive rulebook of sorts has been written in the 1960s in the form of
Johannes Itten’s(1888-1967) Art of Colour. Itten combined all accepted theories on colours and
developed them further. His most important creation is arguably that of the (Itten) colour circle, which
is a diagram that shows how the different colours of the spectrum can be arranged in groups, which
complement each other and which contrast each other.
According to Itten, the spectrum can be divided into two groups: warm colours (red through yellow)
and cold colours (blue-green through violet). The colours in these groups contrast each other, which
seems to be derived from the colour of light in nature. The reds and yellows are associated with
sunlight on sunny days and during sunsets and sunrises. The blues, greens and violets are associated
with shadows and cloudy weather.
The colour circle also shows which colours complement each other. These colours are directly
opposite of each other in the circle and form a colour-colour contrast. These two colours therefore also
form a harmony, for when mixed together they form medium grey which, according to Itten, matches
the required equilibrium of the human sense of sight.
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The book also states that colours are relative, not absolute. Colours only appear a certain way, because
of the colours surrounding it. A grey wall for example, will appear reddish when a green couch is
placed in front of it and will appear greenish when a red couch is. This isn’t just the case with
complementary colours, but also light-dark contrast colours. A medium grey square will appear white,
when surrounded by black and will appear black when surrounded by white.
In general it can be said that images that use equal amounts of contrasting colours will appear the most
balanced. Though this can result in a very bland image, using the right composition, it can lead to very
aesthetically pleasing image.
The other part of colour theory focuses on how specific colours affect a spectator. Although there are
many theories, some more academic than others, there is a general consensus on parts of the subject,
some of which I talked about earlier in 1.1. One of the theories, supported by Itten and many others,
for example, says that warm or light colours appear more active or to come out of the picture, while
cool colours or dark tend to recede. Warm colours are also said to arouse or stimulate the spectator,
while cool colours calm and relax.
Another theory that has actually been scientifically proven, as can be read in Faber Birren’s Color and
the Human Response, is that the human brain responds faster to bright colours than it does to dark
colours. It is thought to be a response to backgrounds normally being darker than foreground objects.
That’s also the reason why bright objects on a painting appear to be coming towards you.
Birren also presents the reader with a number of theories on how specific colours influence the
emotions. Though all are the result of extensive research, most of it purely empirical, they all seem to
contradict each other. That’s why I’d like to argue that the emotional response to colours is highly
personal, save for a few general similarities. First of all, people tend to respond more emotional to
more saturated and high contrast colours. Blue colours are generally associated with water: cold, fresh
and clear. Green is associated with nature and in general is found very pleasing, but not very
stimulating. Lastly, the colour red is associated with fire, warmth and passion.
Other than that, it really depends very much on the context and expectancy patterns of the spectator.
For example, blue may be associated with clean and fresh, but a blue steak doesn’t look all that
appetitable. Similarly, a green lighted room will probably look eerie, rather than resemble a forest.
Perhaps more important than the colour of the light, is the direction of the light. In the outdoors, light
normally comes from above, from the sun in the sky. Light coming from opposite directions is
generally experienced as alien. Many horror directors for example knew this, and often lighted their
sets and their monsters from below, giving them an extra scary appearance.
Another somewhat strange phenomenon is light coming from the sides. This method of lighting is very
common in cosy living rooms and bedrooms and can of course also be experienced every sunset and
sunrise. People seem to be particularly drawn to this type of lighting and find it very pleasing.
Although I couldn’t find any real information on this subject (why people like sunsets and sunrises so
much), I think it’s attractive for a number of reason. The first is that it lights everything with very
warm, orange colours, contrasted with purple shadows. Secondly, the angle of light makes for large,
dramatic shadows and the high contrast really accents the shapes of the environment. And lastly, even
though it happens every day, sunsets and sunrises are relatively rare lighting situations, when
compared to the rest of the day and night. They’re events. The fact that people can now also look at
the sun makes it all the more special, as people for some reason really like to look at bright, shiny
objects.
1.3.2 The Other Senses
Although the visual aspect of an environment plays a large role in making the atmosphere, other
senses, such as the sense of smell, can also really help set the mood. Although smells can not be
analysed in the way colours can, except for stating that they generally can be divided into pleasing and
stinking categories, they can attribute greatly to the overall atmosphere. According to Toby Israel,
emotions caused by scents are generated almost solely by association. People will remember a certain
scent from a certain moment in their life and when they smell it again, in their mind they will
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immediately be taken back to that moment. This usually results in the person reliving those emotions
or feeling nostalgic.
Another important aspect of an environment’s atmosphere is sound. Be it ambient noise or music,
sound works much in the same way as smell, in that it’s very powerful and that its effects are mainly
associative. Hearing a Spanish guitar for example, may remember you of an evening on a small plaza
in some Spanish town. Music of course, also has a narrative function which can determine the mood of
the environment as well.
1.4 Immersion
So now we’ve reached the main topic of this thesis: Immersion. The term ‘immersion’ has been
around for hundreds of years, but was popularized in the late eighties, early nineties by the advent of
real-time 3D computer graphics and virtual-reality setups. After the virtual-reality hype had
diminished, so did the use of the term immersion. In recent years however, the word has resurfaced,
being associated with videogames and special format cinema.
But what does the word ‘immersion’ actually mean? According to the dictionary it can have a large
number of meanings, causing the term to be inherently vague, making researching the phenomenon all
the more difficult. The description of the word most fitting this research would be “a state of being
deeply engaged or involved”( Immersion, Random House Unabridged Dictionary, © Random House,
Inc. 2006). This description, however, is still quite broad and therefore I’d like to propose that, in the
context of this thesis, immersion is the feeling of being in, or being transported into, an environment.
This description, however does need some further explanation.
1.4.1 Suspension of Disbelief
A term that is often associated with immersion is suspension of disbelief. This literary term,
introduced by S.T. Coleridge in 1798 and sometimes called the willing suspension of disbelief (by
Janet H. Murray in her 1997 Hamlet on the Holodeck, among others, refers to the phenomenon that
occurs when a spectator is presented with a literary or audio/visual text. The theory describes how the
spectator allegedly makes a willing decision to accept the premises of a text as true, even if they are
fantastical, impossible or contradictory. It also refers to the willingness of the audience to overlook the
limitations of a medium, so that these do not interfere with the acceptance of those premises.
Note that the theory is called the suspension of disbelief, indicating that the spectator doesn’t fully
believe what he is seeing, but isn’t fully rejecting it either, resulting into this vague in-between state of
mind.
Now, the theory is so widely accepted that it in fact has become one of the most important concepts in
semiotics in describing the reading experience. And although suspending the disbelief of the spectator
is exactly what I want to accomplish in my own project, I do think the theory is somewhat flawed.
Although I don’t want to dismiss this theory completely, I would like to argue that it actually doesn’t
apply to what is happening with a spectator, on average, when reading a traditional text. Let’s take a
moviegoer for example. A typical spectator, watching a film, will be quite engaged with the
happenings on the film screen. He will feel for the main characters, he will go through a wide range of
emotions and will totally ignore his physical surroundings. At the same time, the spectator will not act
on his emotions (he himself will not actually want to walk up to the screen and try to safe the damsel
in distress) for in the back of his mind (or neurologically speaking, in the front of his mind) he knows
that he’s just sitting in a chair, watching something that isn’t actually happening. So far so good, right?
The suspension of disbelief theory can completely explain everything that is occurring. I however
think that using this theory to explain a cinema goers experience is quite presumptuous and
overcomplicates actual processes.
I think there should be a clear distinction between how the spectator relates to the medium and how he
relates to the content of the medium. Looking at all the different media that exist today, the spectator
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always knows that he is being told a story, whether this story is told verbally by someone or is shown
through a movie. The spectator knows that what he is watching is not happening at this time, at this
place. Whether or not the story is fictional, holds little to no importance. Someone watching a news
item about a flood, will not try to pull people out of the water through his TV-set.
The medium itself is always visible to the spectator and he understands that something is being told to
him, not experiencing it firsthand.
This fact, however, has very little effect on the emotions of the spectator, save for the intensity of
those emotions. But is this caused by the viewer suppressing his disbelief or is something else at
work? According to Murray Smith in 1995 book Engaging Characters, human beings have the
inherent ability to feel empathy or sympathy for others, be they other humans, animals, plants or even
inanimate objects. They can feel for someone being in a certain situation or they can imagine
themselves in that situation.
That is why I do not actually see a need for the spectator to suppress his disbelief, because the whole
reading experience, in this aspect, has very little to do with believing. It has more to do with how a
person would react to a hypothetical situation. It’s all about what the spectator would feel if that, what
is presented to him, is happening. Whether all of this has or will come to pass is irrelevant to the
reading experience.
So what about fantasy and science-fiction? Or what about animation for that matter? Doesn’t the
spectator need to suspend his disbelief in order to be able to react to all the wondrous and impossible
things happening in front of him? Well first of all, what is impossible? Possibility and impossibility
has more to do with coherency than with anything else. If an event, impossible in our world, seems
perfectly likely, given the characteristics of the universe presented to us in the text, it seizes to be an
impossibility and once again the spectator will ask himself what he would do or how he would feel
given the situation. How would the spectator feel if Superman could fly around the world, turning back
time, to save Lois Lane?
So my point is that a distinction should be made between a spectator being told a story and a spectator
thinking he is experiencing something. When a spectator is being told a story, as is usually the case,
the spectator is aware of this and reacts accordingly: he feels for the characters, but doesn’t act on his
feelings in a direct way. In my mind, it simply doesn’t have anything to do with believing or
disbelieving. But in order for a spectator to think he’s experiencing something, his disbelief should be
completely suspended for the duration of the entire duration of the simulated experience. He should be
immersed.
Immersion is sometimes described as a way to lessen the need for the spectator to suspend his
disbelief. It is argued, for example by Marie-Laure Ryan in her 2001 Narrative as Virtual Reality, that
if the spectator thinks he is in the environment presented in the text, he will accept the things
happening in front of him more easily: the spectator doesn’t need to suspend his disbelief because he
actually believes. Although I do agree with this theory, I think it can also work the other way around.
I think that suspension of disbelief can help make the spectator think he is in the presented
environment.
Although one can try to create a completely immersive medium, today’s technology prohibits it from
being completely transparent. It will always be visible to the spectator as a medium. If however the
shortcomings of that medium can be overlooked by the spectator, by suspending his disbelief, the
medium would become invisible and it would appear to him that he’s experiencing the story firsthand.
I think the spectator has to be made to ignore the shortcomings of the experience and, as Murray puts
it, make him “actively create belief” (Hamlet on the Holodeck, p.110) The spectator needs to want to
be immersed. I think a number of steps need to be taken in order to make this happen.
First of all, I think the experience has to be consciously stylized. This way, the artist can work around
the technological shortcomings of the medium and steer the spectator’s attention away from them.
Furthermore, the virtual environment should be as attractive as possible, making the spectator long to
be in the environment. Lastly, the spectator should be allowed to focus completely on the virtual
world, steering his attention away from the reality.
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In the following chapters I will elaborate on how this active creation of belief can be obtained and
what attempts have been made to immerse spectators, in the past.
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Chapter II
Art Movements and the Environment
Now we know a bit about the relationship humans have with the environment, it’s time to talk about
how this relationship has found expression in the different art movements and what techniques artists
used to create immersive images. For the sake of clarity, I will focus on art movements that had an
exceptional interest in environments and creating immersive art. In chapters V and VI of this thesis I
will analyse the knowledge gathered in this chapter further and try and translate it to the medium of
animation.
This short summary of the history of immersive painting is primarily based on Oliver Grau’s 2003
Virtual Art, Hugh Honour’s 2005 A World History of Art and my own knowledge of art history that
I’ve gathered over the years.
Over the years, peoples view on their environment has varied greatly, ranging from total obsession to
complete disinterest. In the earliest art forms, cave drawings and tribal art, the environment has no
naturalistic representation whatsoever. Early man saw his surroundings as a compilation of animals
and plants, that had meaning and function in their daily lives. However, they could feel that all those
objects were somehow connected to each other and part of a bigger whole. They translated these
feelings into abstract drawings surrounding the figures, implying a spiritual connection between them.
It wasn’t until the classical Roman-Greco period that man had the knowledge and the capabilities to
depict his surroundings in a convincing and immersive way.
2.1 The Second Style of Pompeii
Though the artists of the classical Roman period are largely known for their incredibly detailed and
lifelike sculptures and impressive architectural inventions, relatively little is known about their
paintings. Most of the work has been destroyed by early Christians or simply fell victim to the wears
and tears of time. In recent years however, significant amounts of murals have been uncovered by
archaeologists, primarily in the buried city of Pompeii, Italy. The ash covered ruins are home to the
largest group of surviving murals in Italy, known today.
The wall-paintings found there, show various shifts and movements in Roman Art, as a result of
tension between Greek illusionist tendencies and the influence of the more decorative Eastern Art.
These shifts have led archaeologists to divide the years between the 2nd century BC and 60 AD into
four distinct periods. Most interesting to us is the second period, which dominated the 1st century BC,
known as the Second Style of Pompeii.
The Second Style is characterized by the abundant use of trompe l’oeil (trick of they eye) in murals.
Trompe l’oeil is a technique that gives paintings the illusion of being three dimensional, by blurring
distinctions between real space and image space. Objects are rendered in a very realistic way, with
convincing self shadowing and highlights to give it volume. Artists also make use of forced
perspectives, to give the illusion that the image extends beyond the flat plane of the wall’s surface.
At the beginning of the period, the technique is mainly used to decorate the room, by adding
illusionary columns, ceramics and still lives. Later on, artists start to paint windows and archways
which open up into various landscapes. At the end of the period the murals have become completely
frameless and cover the walls completely. By doing so, the room appears bigger than its actual size
and draws the spectators gaze into the painting. The most effective examples of these frescoes use
images that address the observer from all sides in a unity of time and place, enclosing him
hermetically. This creates the illusion of being in the picture, inside an image space and its illusionary
events.
One of the most impressive examples of this image strategy from the antiquity can be found in Villa
Livia at Primaporta. Created 20 BC, the fresco covers the entire walls of the room and completely fills
the spectator’s field of view, except for the small door opening. The images create the illusion of an
artificial garden, filled with dozens of different plants and birds. To increase the effect of the illusion
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and maintain continuity, light falls into the chamber from an opening immediately below the ceiling,
which is painted to represent the overhanging rocks of a grotto.
Fig 2.1
Villa Livia, Primaporta, 20 BC
So the Romans were capable of depicting environments in a very immersive way and with relatively
little means. They managed to immerse the spectator to a very high degree, by surrounding him
completely with a virtual environment. This environment is also depicted in a quite realistic way, with
convincing lighting, detailed objects and atmospheric perspective.
Other elements of the murals, however, are less successful in immersing the spectator. Most important
is the completely dynamic perspective of the spectator. The spectator can move around: he can walk
side to side, he can turn his and he can walk up to the painting. The ability to change his perspective
will cause the spectator to immediately notice that the environment does not have the dimensions the
paintings suggest and will immediately lose all depth. This is caused by the fact that a forced
perspective only works from a single viewpoint. From all other possible viewpoints, the perspective
will appear distorted, especially when the spectator is moving.
Furthermore, because the spectator has the ability to walk up to the paintings and see individual
brushstrokes and the texture of the plaster, the medium itself (the mural), will become more and more
visible, causing the spectator to see the image as a flat painting, instead of an environment.
2.2 The Renaissance
Although the Romans had made great strides in the development of immersive images, most of the
knowledge concerning it and all interest in it was lost with the fall of the Roman republic. What
followed was a period dominated by Christian art, which was much more stylized and iconic and
focussed primarily on characters and their relations.
It was not until the 14th century that Western civilisation rediscovered the ideas and techniques from
the Classical period, that had remained preserved in the middle-east, and developed them further. So
along with a renewed appreciation for realistic sculpture, classical architecture and the natural
sciences, the immersive qualities of painted environments once again became the main focal point in
the field of painting.
2.2.1 Mathematically correct linear perspective
One of the more important artistic technical breakthroughs in the Renaissance was the advent of
mathematically correct linear perspective. Ever since the classical period, artists and scientists alike
had tried to develop a method of translating three dimensional environments onto a flat plane. Though
most artists worked from direct observation, mathematician Euclid of Alexandria, proposed a
mathematical theory of perspective in his paper Optics, but it found very little practical use.
When after the Classical period most of Europe sank into the Middle Ages, Eastern artists continued
their research into perspective. Round the year 1000 Persian mathematician en philosopher Alhazen,
created the basis for the modern understanding of perspective in his book Perspectiva. But because
Alhazen was only interested in optics and not in painting, it was architect Filippo Brunelleschi, who
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became famous for being the first person to demonstrate the geometrical method of perspective, as it is
used today.
The basic method makes use of a few elements that form the basis for the construction of the entire
image. The first element is the horizon line. This is the line that divides the image vertically in two
halves. Usually, this line coincides with the placement of the actual horizon.
The second element is the vanishing point, which is located on the horizon line, usually in the middle
of the painting. All lines orthogonal to the horizon line meet at this point. This causes objects to appear
smaller as they get further away. All horizontal and vertical lines remain as they are.
Fig. 2.2 An example of 1-point linear perspective
Over time, variations on the basic method were developed, that used multiple vanishing points, to
accommodate for paintings with more extreme aspect ratios.
Soon after Brunelleschi’s first experiments in 1415, other Renaissance artists, like Donatello and
Pierro della Francesca, were quick to adopt this new method, as it made it possible to create the
illusion of depth more realistically than ever before. Some artists, like Leonardo da Vinci, however,
distrusted Brunelleschi’s formulation of perspective because it failed to take in account the appearance
of objects held very close to the eye. Da Vinci was correct, for the human eye human eye sees
spherical perspective instead of the mathematically correct linear perspective. Not able to develop a
formula to proof his findings, da Vinci opted for a combination of the methods of Brunelleschi and
drawing from observation. A formula for spherical perspective was not developed until the 1600s and
remained virtually impossible to use in painting, until the arrival of advanced graphics programming
in the late 1990s.
2.2.2 Oil paint
Alongside the development of linear perspective, artists were also looking for materials and techniques
to better reproduce the colours seen in nature. The human eye can see an almost infinite amount of
colours, but early Renaissance painters were very limited in what colour they could mix, because of
the nature of the paint they used. In those days, artists mainly used the fresco and the tempera media.
The fresco technique uses a mixture of wet plaster and colour pigments and was usually used for wall
or ceiling paintings. Tempera is a mixture of egg and pigments and was developed in the middle-ages.
Although the media are quite different, they have a lot of the same downsides. Both paints dry very
fast, causing the painter to have to work fast and making it hard for the painter to make smooth
gradients. Furthermore, the variety of pigments that can be bound with plaster and egg is quite limited
and even worse; the media themselves tend to desaturate the colours of those pigments. And lastly,
both media are prone to decay and fade relatively fast.
The invention of oil paint brought an end to all those problems. The paint took a very long time to dry
(up to several weeks or even months), giving the artist the chance to work on the painting in many
separate sessions and thus make more detailed images. It also made it very easy for an artist to paint
smooth gradients and blend colours on the canvas. Furthermore, the variety of pigments that could be
used was enormous and what’s more, the oil even seemed to amplify the colours in the pigments,
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making for deep, saturated colours. Artists could now paint any colour seen in nature and they didn’t
fade over time.
So besides being able to accurately depict the dimensions of an environment, Renaissance artist now
also could colour and light those environments in an extremely lifelike way. Late Renaissance
paintings are extremely detailed and the objects on them have enormous plasticity and volume. The
huge colour range of the oil paint allowed for images with very vivid lighting, with sharp highlights
and dark shadows, without blowing out details. This property of oil even lead to a whole new method
of painting called Chiaroscuro, which allows for extremely high contrast images and which remained
very popular in the following Baroque periods and even well into the 18th century. I think it might
even be argued that the colour range of oil paint even exceeds that of modern day RGB monitors,
though of course paintings lack the luminance.
Fig 2.3 Crucifixion of St. Peter, Caravaggio, Rome, Italy, 1601
2.3 The Baroque
The Baroque period is generally thought of to have begun in the 17th century and builds upon the
knowledge, technology and ideas of the Renaissance. Where the Renaissance was a period of
discovery and research, the Baroque was a period of showing of the acquired capabilities. The overly
dramatic style of the period was aimed to impress the spectator with abundant amounts of detail, lush,
vivid colours and epic scenes. Painted environments were filled to the brim with character and props
leave the spectator with a sense of awe, not only because of the scene itself but also because of the
triumphant power and control of the artist.
And the though the attention once again shifted away somewhat from the environment and more to the
characters, the search for illusion and immersion did certainly not wane.
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2.3.1 Trompe l’oeil
Though the invention of trompe l’oeil, as you know, dates back to the Classical Roman period it made
a powerful comeback in the Baroque period. Armed with the knowledge of linear perspective and the
ability to paint colours and light more lifelike than ever before, the Baroque artists turned what used to
be game of whit between the artist and connoisseur into an incredible illusion. The illusion generally
consisted of the painting branching out of the canvas and onto the picture frame. For example, a fly
might appear to be sitting on the painting's frame, a curtain might appear to partly conceal the
painting, a piece of paper might appear to be attached to a board, or a person might even appear to be
climbing out of the painting altogether. The illusions were so well done, so meticulously detailed, so
vividly lighted, so enormously tangible, that one sometimes had to walk right up to the painting to
realize that he was tricked.
But although the trompe l’oeil paintings were executed in an incredibly convincing way, they formed
more of an augmented reality; virtual objects were added to the real space, than a virtual, immersive
reality. That however soon changed, when the trompe l’oeil techniques found application in the
famous Baroque ceiling paintings.
2.3.2 Ceiling paintings
One of the most famous ceiling frescoes is of course that of the Sistine Chapel by Michelangelo
(1475-1564) made in the Renaissance period, between 1508 and 1512. Though very impressive
indeed, I personally think it’s far from the most immersive ceiling fresco. I believe that honour goes to
ceiling of the Church of Sant’Ignazio in Rome, by architect, stage designer and painter Andrea Pozzo
(1642-1709).
Fig 2.4 San’Ignazio Affresco Soffitto, Andrea Pozzo, Rome, Italy, 1690
Though the image is a fresco and not an oil painting (technology did not allow for oil paints to be used
on plaster), Pozzo has chosen his palette wisely, by instead of choosing the most naturalistic colours,
he’s opted for more powerful, vibrant, saturated colours, resulting in a very lively scene.
Furthermore, his excellent comprehension of perspective has resulted in a very convincing sense of
depth, which is aided by Pozzo’s famous quadratura technique: a term used to describe a method of
blending real architectural elements with illusionary, painted ones, blurring the line even further
between reality and the virtual. One might think of it as trompe l’oeil on a very large scale.
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You can see that, by the absence of a detectable image frame, not only does the image extend into
reality (augmenting reality), but it also pulls the spectator in the image. Instead of being a portal to
another world, painting and reality become equal halves of one new reality. I think this is also caused
by the coherency between the two halves in style and architecture. The painting extends the normal
reality of the church into the super natural.
2.4 19th Century Panorama’s
By the end of the 1700s the originally Italian technology and ideas of the Renaissance and Baroque
had spread through most of western Europe. Although the Baroque style was slowly but surely
disappearing, its demise brought on primarily by the Industrial Revolution, the knowledge gathered in
that period was not forgotten and was developed further.
The triumphant and richly detailed stone building style of the Baroque were replaced by great cast iron
structures and other new building methods that allowed for fast and cheap building construction.
Structures could be bigger and their shape was less bound by the relatively limited possibilities of
traditional architecture.
But also other areas were influenced by the Industrial Revolution. Paint could now be produced in
large quantities and with great consistency. Factories were producing large amounts of textile as well
as paper in enormous rolls at a time. The invention of the steam engine allowed for products to be
transported cheaply and further than ever before.
The world was changing. At an incredible rate, countries like England were paved with steel, with
large chimneys that pumped noxious sulphur and carbon gasses into the air, with abominable lowincome housing and child labour and with huge factories polluting the rivers and deplenishing the
lands natural resources.
I think it’s no wonder that this period in time gave birth to the art movement we now call
Romanticism. It was a revolt against aristocratic, social, and political norms of the Industrial
Revolution and a reaction against the scientific rationalization of nature in art and literature. It stressed
strong emotion as a source of aesthetic experience, placing new emphasis on such emotions as
trepidation, horror, and the awe experienced in confronting the beauty of untamed nature. Closely tied
in with Romanticism is Escapism, a term that describes the mental diversion or escape if you will,
from the unpleasant aspects of everyday life. In the search for illusionary environments to be
immersed in, artists looked back at the Renaissance and Baroque and developed their ideas even
further. Ironically enough, it were the technological developments of the Industrial Revolution that
made it possible for artists to develop the trompe l´oeil and ceiling paintings into what I think forms
the pinnacle of painted, illusionary, immersive environments: the panorama.
On June 17, 1987, Robert Barker patented a process under the name of “la nature a coupe d’oeil,” by
which means a panoramic view could be depicted on a completely circular canvas in correct
perspective. Using empirical methods, he developed a system of curves on the concave surface of a
picture so that the landscape, when viewed from a central platform at a certain elevation, appeared to
be true and undistorted. The application of this invention later became know as a panorama.
Though the invention was obviously inspired by trompe l’oeil wall frescoes from the Baroque period
(Pompeii was but just rediscovered and its landscape rooms were excavated decennia later), there are
important differences between the two.
The first and perhaps most important difference between the two, funnily enough has more to do with
the architecture than the actual painting. Where in the Baroque period, frescoes were made on existing
structures, 19th century panorama’s actually had structures build around them. This way, the canvas
always had the ideal shape and dimensions. Furthermore, roofs were designed so that the panorama
was always evenly lit, by natural diffuse light. Also, there was often a platform made in the centre of
the cylindrical space, from which spectators could view the panorama the way the artist had intended,
without the risk of seeing the upper or lower edges of the canvas.
The second difference between the two is the type of paint used. Where in the Baroque, artists were
still confined to using the fresco technique when making large murals, in the 19th century they were
able to use oil paint. The development of weaving machines during Industrial Revolution had made it
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possible to fabricate large pieces of textile. This allowed artists to use canvas as the surface of their
panorama and therefore they were able to paint with oil paint. But not all panoramas were made of
canvas as some chose to use plastered walls, as they were more durable. The development of primers
made it possible for artists to also use oil paint in such instances.
Painted with oil paint, the panoramas were even more realistic paintings, with more contrast and detail
and more vivid colours, than their fresco predecessors.
The last difference between the two is the method of perspective construction. Artists in the Baroque
always constructed scenes using a 1- or sometimes maybe 2-point linear perspective, even for images
with a very wide aspect ratio. Though the illusion of depth created in this manner is quite convincing,
one will notice that, the further an object is away from the vanishing point, the more (unnaturally)
distorted the object appears. This is caused by the fact that human vision is best described as spherical
perspective and as such is not linear (as I explained earlier in 2.2.1).
Because a panorama has an extremely wide aspect ratio, seeing as it completely surrounds the
spectator, it would be impossible to create a scene using a 1-point linear perspective. Barker’s solution
to this problem came in the form of a self designed drawing aid. The apparatus consisted of a small,
upright, glass cylinder that would fit around the artists head. Looking through the glass at the
landscape, the artist could easily trace the contours of the landscape onto the inside of the glass. This
circular sketch was later translated to the final sketch on the canvas of the panorama. Though this
empirical method obviously doesn’t result in true mathematically correct cylindrical perspective, but
rather a linear multiple point perspective, an artist would use such a large number of vanishing points,
that they became virtually undetectable. Where true cylindrical perspective doesn’t really use
vanishing points, but rather uses the entire horizon as a vanishing line (a literally unlimited set of
points, really), with the empirical method of Barker, the amount of vanishing points is limited by how
much the artist inside the glass apparatus turns his head, for every turn of the head results in a new
vanishing point.
2.4.1 Panorama Mesdag
Panorama Mesdag is perhaps one of the most famous existing panorama’s both nationally as
internationally. It was painted in 1881 by the Dutch painter Hendrik Willem Mesdag and is a
recreation of a beach environment, seen from the dunes of old Scheveningen. The painting has
inspired and awed many an artist, including myself. Though in theory nothing too special, Panorama
Mesdag sets itself apart from other panorama’s by its excellent execution.
“Never in my life have I seen such beauty. Panorama Mesdag has but one flaw and that is that it has
no flaws”
(Vincent van Gogh, 1881, http://www.panorama-mesdag.nl)
First of all, I think the painting itself is extremely well done. Over 14 metres high and 120 metres in
circumference, the spectator finds himself nearly 20 metres away from the surface of the painting.
Despite its size, the painting is meticulously detailed, and certainly from the normal viewing distance
not a single brush stroke can be seen. Painted with oil paint, its colours are bright and vivid and have
aged quite well.
Secondly, the painting is lighted very well. The only light touching the canvas is sunlight and it’s
filtered in such a way that the entire canvas is lighted very evenly and diffused. An extra bonus of
using natural light is that it constantly changes as time passes. Clouds float by overhead and the sun
changes colour and position. And while the painting always remains lighted evenly, it’s luminance and
colour temperature constantly changes, which results in a very natural and lively appearance of the
scene.
Another important addition to the overall effect comes from the design of the viewing platform. The
platform itself resembles a patio deck, with a tent like roof that, along with the railing surrounding the
platform, prohibits the spectator from seeing the top edge of the panorama. Furthermore, around the
platform a faux terrain is created, which makes it look like the patio was build on top of an actual sand
dune. The faux dune extends to about 15 metres from the centre of the patio and blends perfectly with
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the painted dunes. I think this blurring between reality and the virtual really adds to the immersive
quality of this particular panorama, again mainly because of its masterful execution, as the lighting
and colour of the dune totally matches that of the painted dunes.
Fig 2.5 Wide shot of Panorama Mesdag
Fig 2.6 On the viewing platform of Panorama Mesdag
How well the dune works in adding to the immersion of the spectator, that is how poorly other
elements of the set are designed. Although I’m not sure that they were part of the original design, the
last time I visited the panorama, there were stuffed seagulls hanging from fishing lines in front of the
painting. Though this might look good on photos, they completely kill the illusion when visiting the
panorama in person, seeing them hanging frozen in the air. For me they actually emphasized that
everything I was seeing was fake. Even though the panorama itself as well as the patio still looked
incredibly realistic, I had lost the will to believe.
The last aspect of Panorama Mesdag I want to talk about is the addition of effects, designed to
stimulate senses other than the eyes. First of all, there’s the sense of scent. Because of the panorama’s
location near the coast, there’s always a fresh, salty wind blowing through the ventilation shafts of the
building. This makes the panorama smell like it would if it was a real environment. You can smell the
cold Dutch North Sea, the freshly caught fish and a melange of smells coming from the nearby town
of Scheveningen.
Another great effect is the use of an ambient soundtrack. Upon entering the panorama, spectators can
hear the soft, distant crashing of the waves and the squeaks and squawks of over passing seagulls. It’s
a simple device, yet very effective in heightening the atmosphere of the environment.
The only flaw in this effect is that the speakers, from which the sound is produced, can be seen by the
spectator. Though not too noticeable, once spotted the illusion is somewhat broken.
2.5 Impressionism
In the second halve of the 19th century, interest in panoramic painting had somewhat diminished; the
hype had died down, so to speak. Although successful in its goal of immersing the spectator, little
experimentation was left to do in the genre and, as always, artists continued there research in new
directions. One of those directions, became the movement we now call Impressionism.
Its name was derived from a satirical review by French art critic Louis Leroy (1812-1885) of Claude
Monet’s (1840-1926) “Soleil levant (1872),” which was one of the first official Impressionistic
painting. Leroy declared that the painting was, at most, a sketch and could hardly be termed a finished
work. In the article he wrote:
“Impression — I was certain of it. I was just telling myself that, since I was impressed, there had to be
some impression in it … and what freedom, what ease of workmanship! Wallpaper in its embryonic
state is more finished than that seascape”
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(Louis Leroy, Le Charivari, April 1874, found in The impressionists, by W. Gaunt, September 1995)
Although Leroy was quite harsh in his review, it can not be denied that impressionism formed a big
break with the academic painting style, which had been mainstream for the last couple of centuries.
Instead of recreating every object as detailed as possible, the Impressionist argued that the most
important factors in bringing across the atmosphere of an environment, were lighting and colour. The
style is characterized by short visible brushstrokes of bright, unmixed colours, open compositions and
an emphasis on light and its constantly changing appearance. The main goal was to translate a single
moment onto the canvas. This caused a need for a style and technique of painting in which one could
work fast and efficiently. No longer would painters be confined to there studio for weeks on ends, but
instead they took there easel and paintbrushes into nature to work plein air. They worked with quick,
short brushstrokes of unmixed paint, in aim of translating the atmosphere of moment, of the
environment onto the canvas, not loosing themselves in insignificant details.
This painting technique was not only the result of the Impressionist’s goal of capturing the moment,
but also has a foundation in 19th century physics. New discoveries in the field of optics had lead to a
whole new understanding of light. Scientists had discovered that sunlight, i.e. white light, was made
up out of all possible colours and that objects appeared a certain colour, because the material absorbs
certain wavelengths of light and reflects others. They proved that the appearance of all colours is
relative instead of absolute.
All this knowledge had an enormous impact on the Impressionist painters. One of its results was the
optical colour blending technique. Instead of physically blending different colours on the palette, the
Impressionists placed different coloured brush strokes side by side, letting them be blend optically in
the spectators eye (for example: a pattern of blue and yellow strokes appears green, from a distance).
This technique results in a very lively and, in the mind of the Impressionists, more realistic and more
accurate depiction of light and colour.
Fig. 2.7 Parc Monceau, Monet, Paris, 1876
The text above was a small introduction to Impressionism. Though I think the movement is very
interesting and I could write endlessly about it, there are two specific aspects of the style, which I
think are the most important in the context of this thesis: atmospheric perspective and high dynamic
range and tone mapping. I’ll begin with the latter.
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2.5.1 High Dynamic Range Imaging and Tone Mapping
I often hear people say how a painted rendition of a scene can have a much greater emotional impact
on a person than a photograph of that scene. And I agree with that. An artist can change colours to
change the scene’s temperature, he can adjust the lighting to influence its dramatic quality, he can
adjust contrast or stylize shapes to make for a more clear narrative, etc. etc. I would like to argue that
the reason why the above opinion is so often expressed regarding Impressionism, is that the
Impressionists found a way to recreate an environment more realistically, to some extend, than a
normal photograph could ever do.
A digitally processed photograph has a contrast ratio of 1:255, or the ability to show 255 shades of
gray. This is a result of the 24-bit RGB colour system that has been the norm for computer screens and
other digital optic devices for the last ten years or so. As Faber Birren talks about in the first chapters
of his 1984’s Color and Human Responses, the human eye on the other hand has a contrast ratio of up
to 1:1000 at a single moment in time and of up to 1:1000.000 over a period of 30 minutes. We call this
ability to see such a large range of colours, high dynamic range vision.
So obviously, a large amount of visual information is lost in the making of a photograph. There are
ways for camera manufacturers to record higher range image information, in so called RAW formats:
image formats with a bit depth larger than that of a computer screen. Although such an image cannot
be displayed correctly, the extra image information can be used for editing purposes, such as
increasing contrast without blowing out details at either end of the gamma.
In recent years however, a new method of photographing has been developed, called High Dynamic
Range Imaging or HDRI. Although the HDRI format was first conceived for use with entirely
computer generated images, the advent and popularity of digital stills camera’s has lead to new
developments of the technique in the field of photography. The basic method to create HDRI
photograph is to take a set of photographs of a single scene, at different exposures. The photographs
with a very long exposure time, will have a lot of detail in the shadows, while highlights will be blown
out. The photographs with short exposure times will look exactly opposite, with a lot of detail in the
highlights and completely black shadows. By combining all those photos in a process called Tone
Mapping, the final image, when done right, will mimic human vision in a very convincing way, with a
very wide and detailed gamma range and very saturated colours.
Fig 2.8 HDR photograph of a harbour.
Looking at the HDRI photograph above, you might notice the striking resemblance in colour and
lighting use, with that of Impressionistic paintings. This is because the way the Impressionists worked
and the way the tone mapping process works are very similar.
Tone mapping software takes the complete set of photographs and looks what part of an image looks
most detailed and natural at what exposure. It then combines those parts into one final image. The
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image might look somewhat flat and painterly when seen from a distance, but when one moves closer
to the image (as it takes up more of one’s field of view) the colours and lighting will appear extremely
natural and realistic. This is because your focus constantly has to move around in order to see the
whole picture, as you can only see a small section of the image at a time. Because of this, every small
section of scene will always appear as it would in real life.
The Impressionists worked in exactly the same way. As talked about earlier, Impressionist artists
always work plein air: they worked directly from observation. Where Baroque artists worked
primarily in studio’s and their main goal was to make an image as dramatic as possible (by, for
example, increasing the contrast of an image to the extremes), Impressionists only cared about what an
environment looked like at one particular moment. The direct result of working from observation is
that the artist goes to the same process as that of a tone mapping program. When the artist looks at the
sky, his iris contracts and he is able to see an incredible amount of detail in it, but shadows will appear
almost completely black. However, when he focuses on the shadows, his iris will open and he’ll be
able to see that in great detail, with the sky blown out to white. While painting, the artist will
constantly change his focus, which results in him painting every object as it appears to him when
focussing on it.
This aspect of Impressionism is particularly interesting to me, as it can be perfectly translated to the
medium of animation, using modern techniques. I think it mimics human vision in such a convincing
way, that it might be a powerful tool in immersing the spectator. I’ll get back to this in chapter V.
2.5.2 Atmospheric Perspective
The second characteristic of Impressionism I want to talk about, is the abundant use of atmospheric
perspective. Atmospheric perspective is a term used to describe the phenomenon of objects becoming
more faint as our distance to them increases. Although the effect was used in paintings since the late
Renaissance, the Impressionists really embraced it as the effect could now be explained scientifically
and fitted perfectly within the Impressionists concept of realism.
The fading of colours is caused by the fact that light, on earth, does not travel through a vacuum, but a
rather dense atmosphere, filled with water, gas and dust particles. The further an object is away, the
larger the distance is, that light reflected by it has to travel to our eyes, increasing the chance that a
beam of light will hit these particles. Upon hitting a particle, the light will refract and change colour,
which explains, for example why the sun looks red during sunrise and sunset and white during the rest
of the day. The refracting of the light also diffuses it, making distant objects appear lighter and less
saturated and making it harder to differentiate between separate objects because of lowered contrast.
Fig. 2.9 Photograph showing strong atmospheric perspective.
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I think that atmospheric perspective is one of the most important factors adding to the immersive
qualities of Impressionism. Not only because it mimics nature and is visually attractive, but also
because it implies volume. Mathematical perspective is of course an important source of depth in a
painting, but atmospheric perspective emphasizes the depth within the scene, the spaces between
objects. I think it makes it easier for the spectator to imagine himself within the scene, as it makes
scenes look less artificial and more tangible. It also makes it appear as if the scene is part of an actual
enormous world and that there’s much more to be seen beyond the confines of the particular scene.
2.6 Colour Field Painting
The last art movement I want to talk about is Colour Field. Colour Field is an abstract style that
emerged in the 1950s and is generally considered to fall under the Post-Painterly Abstraction
movement. The style is characterized by abstract canvasses, painted with large areas of solid colours.
One of the leading artists in this style was Mark Rothko, one of the founders of the New York School.
Though Rothko considered his paintings figurative and the objects on it characters, as can be read in
Anna Chave’s 1989 dissertation Mark Rothko – Subjects in Abstraction, I and many art critics, such as
Chave, consider his work to be highly atmospheric and iconic.
Although ideally all works of art should be seen in real life instead of text books, Colour Field
paintings suffer exceptionally much, when photographed and printed on a small piece of paper. I find
it hard to describe the power of a Rothko painting, especially to someone who hasn’t seen it
themselves. The paintings are quite large, the smallest still being about 1.5m x 1.5m. On the canvas,
there are a number of large areas (usually rectangles) of colour. Although these areas are of solid
colour, there are an endless amount of subtle variations in tone. They are usually painted with large,
visible brush strokes, yet edges are soft and fuzzy.
Fig 2.10 Orange and Yellow, Mark Rothko, 1956
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The Colour Field artists were mainly interested in colour and its effect on the spectators mood. They
stripped images from all shapes and narrative, to at the end, have an canvas consisting of pure colour.
Even though the canvasses are quite large, Rothko insisted that spectators view it from a distance of
around 50 cm. Where large canvasses were generally used in a pompous way to impress a large
number of spectators, Rothko explicitly stated that he painted large canvases because “I want to be
very intimate and human (…) However you paint the larger picture, you are in it. It isn’t something
you command.”
(Mark Rothko – Subjects in Abstraction, Anna C. Chave, Yale University Press, 1989, p.7; original
source: Instructional letter to Katharine Kuh, a curator at the Art Institute of Chicago, September 25,
1954)
Rothko furthermore insisted that paintings were hung lower than usual, so that the painting would be
parallel and opposite to the spectators body.
Arranging the canvasses and viewing positions in this way, the painting all but completely fill up the
spectators field of view. The large fields of deep colours give the images a great sense of depth when
viewed from up close. They pull the spectator into the painting. They put the spectator in a meditationlike state, but at the same time stir up intense emotions.
I think it’s hard to analyse what it is that makes Colour Field such an immersive style. Some critics,
like Cave, actually feel that Rothko’s work isn’t immersive, but that it derives its power from the
immediacy of the encounter between spectator and canvas. Where Renaissance paintings form
windows to a illusionistic space, Rothko’s work does not use linear perspective to create depth.
Instead, their depth is flat (or endless, depending on how you look at it) and the images expand
laterally along the space of the walls, almost forming a sort of augmented reality.
It remains debatable what the exact workings of Rothko’s Colour Field paintings are. I personally
think that the only tangible aspects of their (immersive) power, are their size and their colour. Their
large size, causes the spectator’s nearly entire field of view to be filled with the image, which results in
a reality substituting visual stimulation. The large fields of solid colour have an enormous influence on
the emotions of the spectator (as explained in my text in Chapter I, on colour theory) and lack of
dynamic visual stimulation can lead to a meditation-like state of mind. This is similar to methods used
in traditional Eastern meditation, in which one focuses on a mandala: a flat coloured, simple,
symmetrical shape. Focusing on the mandala for an extended period of time will lead to a lack of
visual stimulation, which in turn will lead to overcompensation by the brain, in the form of imaginary
shapes and colours. (The Spiritual in Art, Maurice Tuchman, Abbeville Press, 1999)
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Chapter III
Contemporary Media and the Environment
In chapter II you’ve been able to read how different art movements went about creating immersive
experiences. In this chapter we’ll research the immersion strategies of contemporary media. Under the
term contemporary media, I’ve filed all media and their different formats that contain movement or the
dimension of time, such as cinema, home theatre and theme park rides. This new, added dimension of
time allows for new ways to immerse the spectator and also presents the artist with new problems.
New inventions, such as editing in the medium of film, may have lead to better storytelling, but does it
also make the experience more immersive?
Answers to questions such as this, are what I will try to find in this chapter. Similar to chapter two, I
will try to evaluate each medium or format in terms of immersive quality and discuss the pro’s and
cons of each strategy. I will see how the results of the research in this chapter can be translated to the
medium of animation, in chapters V and VI of this thesis.
3.1 Cinema
Techniques for producing artificially created, two dimensional images in motion were demonstrated as
early as the 1860s, as can be read in Oliver Grau’s Virtual Art – From illusion to Immersion, with
devices such as the Zoetrope. It wasn’t until the development of celluloid film for still photography in
the 1880s, that the medium of film, as we know it today was born. Film is created by making a photo
of a scene 24 times per second. These photo’s are shot on a long continuous strip of film which, after
development can be projected onto a screen by a film projector. Because of a phenomenon called
persistence of vision, the blending of rapidly succeeding images in the mind, the objects on the screen
appear to move, hence the popular term motion pictures.
Over the years, cinema has developed into the sophisticated medium we know and love today. The
medium has developed quite a bit over time, with the addition of sound and later colour. And where
early films very much resembled theatre, in terms of staging, directing etc., film now has its own
narrative language. Nowadays, films go through a process called editing, in which uninteresting or bad
footage are ‘cut’ from the final film. Editing also allows the spectator to instantly jump through time
and space, giving films a more dynamic look and more effective storytelling.
Together with the introduction of editing, cinematographers also started to move their camera’s around
more, resulting in the creation of different types of shots: close-up, wide shot, over-shoulders, etc.
Another addition to the medium, that actually came quite early on in the development of film, was the
addition of non-diegetic material. This is material that wasn’t part of the original filmed scene, such as
music, voice-overs and title screens.
The development of cinema has also resulted in the development of another medium called animation.
Where in film, motion of actual people is recorded, animation creates the illusion of motion by
drawing, painting or sculpting 24 slightly different, separate images for each second of film. The
advent of 3D computer animation (and before that stopmotion animation) has also lead to crossovers
between the media, which allows for actors to be placed in computer animated environments and
digital characters to interact with real life actors and sets.
All in all, cinema has developed in what I feel is an extremely well-rounded storytelling medium.
Because it has so many facets, filmmakers have a lot of freedom in how they want to tell the story. In
terms of immersing the spectator, I think the medium is less successful than generally thought of.
Although many critics now and in the past have argued that a large part of the power of film comes
from suspension of disbelief of the audience, I have attributed most of that power to the spectator’s
ability to sympathize and empathize, as you’ve been able to read in chapter I. I do however think that
there are many aspects of cinema that do increase the level of immersion.
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First of all, there is the viewing environment. The spectator sits in a darkened room, on a comfortable
chair, in front of a large screen. This allows the spectator to forget his surroundings and focus solely
on the screen.
Other aspects of the medium itself, such as long, tracking shots or other continuous shots, usually
called long takes, pull the spectator into the film and let him imagine himself in the virtual
environment of the scene.
The largest problem however with cinema, is its language, which is made to tell a story as effective
and engrossing as possible. Telling a story and making a spectator think he is experiencing a story is
not the same thing. Every time you make a cut in a film, though when done right, isn’t visible to the
spectator on a conscious level, emphasizes the fact that the spectator is watching a medium.
Films that use long takes sometimes increase the degree of immersion, but often feel quite awkward in
terms of immersion. They might make the film look more realistic, more like a documentary or news
report almost, but they do not make the spectator feel as if he is in the environment.
Cinema does however form a solid basis for the development of more immersive media and has
already lead to a number of variations of the medium with a focus on immersion.
3.2 Special Format Cinema
Although cinema had been very popular since its invention in the late 1890s, in the 1950s, film
audiences began to shrink dramatically. According to Jill Nelmes in Introduction to Filmstudies, the
main cause of this has to have been the meteoric rise of a new medium: television. Though invented in
the 1930s, its spread had been delayed by the war. The electronics industry, which had been totally
preoccupied with the manufacturing of war materials, had to find a way to deal with its huge
overcapacity in the late 1940s, after the war had ended. They did so by the mass manufacturing of
television sets. And because of the fact that the generations that had grown up with cinema now were
moving away from the cities and its movie theatres, and into the suburbs, the new medium was
quickly adopted.
So now, Hollywood needed to find a way to get people back in the cinema seats. They did this by
promoting the technical superiority of cinema compared to television. And although cinema was
capable of presenting a large and colourful image, as opposed to the small, fuzzy, grey image of
television, touting this superiority did very little for actual ticket sales. So Hollywood sought for new
ways to enhance the viewing experience even further and thus the special format film was born.
3.2.1 Widescreen formats
Special format film is a term used for all film formats different than the traditional 4:3 colour and
black and white cinema. The first special formats were the widescreen films. Thn introduction of the
widescreen caused a sensation in 1952, when Cinerama, a three projector system, celebrated its
premiers. Even more successful was the less costly CinemaScope process which, with the aid of an
anamorphic lens, compressed a wide-angle picture on a 35 mm film strip and decompressed it again
during projection. Along side CinemaScope, dozens of other formats were developed using the same
process, but all with slightly different aspect ratios.
So along with the introduction of stereo sound, widescreen cinema fascinated the public and caused a
surge in ticket sales. Film audiences were so impressed by the immersive qualities of the panoramic
view that was now presented to them, that they’d gladly go to the trouble of getting to the theatre.
By filling up a larger part of the spectators field of view, film became much more realistic and
immersive, and therefore a more powerful experience. The format proved so successful that it became
the new standard film format, replacing the old 4:3 format.
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3.2.2 IMAX
As a direct result of the successful introduction of the widescreen format, other formats started to
immerge, trying to cash in on the hype. While most were fairly short-lived, one format stood out from
the crowd and remains popular to this very day: IMAX.
As stated on the IMAX website, www.imax.com, IMAX (short for Image Maximum) is a film format
created by Canada's IMAX Corporation that has the capacity to display images of far greater size and
resolution than conventional film display systems. A standard IMAX screen is 22 m wide and 16 m
high, though some are larger even still, and are slightly curved around the audience. Its aspect ratio is
close to 4:3, but can be considered a widescreen format because of its size.
The technical superiority of the IMAX format makes it a far more immersive format than the standard
widescreen formats. The immense resolution of IMAX film (around 10.000 x 7000 pixels) allows the
spectators to sit much closer to the screen than in conventional theatres. This and the fact that the
screen somewhat wraps around the audience, causes the image to all but completely take up the
spectators field of view (both horizontally and vertically). Because spectators now have no real spatial
references, this creates the sensation of motion in the spectators mind and some might even experience
motion sickness.
3.2.3 OMNIMAX
Following the success of IMAX, its creators made a number of variations on the technology, one of
which was IMAX Dome or OMNIMAX (1973), as it was originally named.
Originally designed as a system for planetarium dome projections, OMNIMAX utilises the same 70
mm projector as is used in IMAX, but combines it with a fisheye lens, that projects the image on a
dome shaped screen. This results in a full 180 degrees image that fills the spectator’s field of view
completely. Furthermore, because of the dome shaped screen, the projected image closely matches the
natural human vision, resulting in a very realistic and immersive experience.
Fig. 3.1 Diagram of an OMNIMAX theatre
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Despite their impressive capabilities and forming a unique experience, the system seems likely to
remain a novelty rather than a widespread commercial phenomenon. Relative to their size,
OMNIMAX theatres are very expensive to build and maintain, and have a relatively small seating
capacity. To make matters worse, only those seats closest to the centre of the theatre provide the full
effect of the immersive view.
3.2.4 IMAX 3D
The latest variation on IMAX is a system that creates the illusion of three dimensional depth, called
IMAX 3D and is quite similar to the red-green 3D movies of the 1950s. The system uses two IMAX
projectors that are positioned 6 cm apart, each projecting their own roll of film. By projecting these
two films simultaneously, one for each eye, the brain gets tricked into seeing a 3D image on a flat
surface. This technique is known as stereoscopic projection.
During projection, the left and right eye images are polarized perpendicular to one another as they are
projected onto the IMAX screen. By wearing special eyeglasses with lenses polarized in their
respective directions to match the projection, the left eye image can be viewed only by the left eye
since the polarization of the left lens will cancel out that of the right eye projection, and the right eye
image can be viewed only by the right eye since the polarization of the right lens will cancel out that
of the left eye projection. Another method for 3D projection involves LCD shutter glasses. These
glasses contain LCD panels which are synchronised to the projector which alternates rapidly at 96
frames per second between displaying the left and right eye images, which are momentarily viewed by
the appropriate eye by allowing that eye's panel to become transparent while the other remains opaque.
While the panels within these active-shutter 3D glasses alternate at 96 frames per second, the actual
film is displayed at 24 frames per second.
So IMAX 3D maintains all the immersive qualities of the original IMAX and adds three dimensional
depth to the experience. The fact that the 3D depth is an illusion and doesn’t have any real volume
does however cause a problem. Because of the large negative of IMAX, depth of field is dramatically
reduced, so a large part of the image will be out of focus. The eye may try to focus on parts of the
image that are shot out of focus, which simply isn’t possible and will result in eye strain and
headaches. The whole experience therefore soon becomes uncomfortable for most people and
will lose its immersive qualities.
Sadly, IMAX hasn’t been able to combine the 3D technology of IMAX 3D with the dome shaped
screen of OMNIMAX to make for an even more immersive experience. It remains debatable which
format is the more immersive. The main weakness of all IMAX formats, I think, is in its content and
how it’s presented.
All IMAX films make use of the same cinematic language that is used in traditional cinema. And
while this is understandable seeing as they have a lot in common, the fact remains both formats want
to accomplish something different. The goal of traditional cinema is to tell a story and it’s an excellent
medium for doing just that. IMAX wants the spectator to have an experience, or at least, to get as close
as possible to having an experience. This difference in goals requires a difference in paths filmmakers
will have to take.
Sadly, most IMAX films are relatively low budget and the larger part of that budget goes into the
IMAX equipment (camera, film etc.). Among other things, these small budgets don’t allow
filmmakers to research and experiment with the medium, causing them to just opt for the well trot road
of traditional cinema.
Nowadays, there are also a lot of big Hollywood films adapted for different IMAX formats. These are
films that were made not even with the IMAX format in mind. And though it’s fun to see a Hollywood
film on a standard IMAX screen (it’s a little bit bigger and the visuals are a bit sharper), watching a
normal film on IMAX 3D is less than great. Often, special 3D scenes are added to the film and
spectators are actually told to put on their 3D glasses by means of non-diegetic text or icons. How’s
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that for immersing a spectator? Although, I think watching such a film is fun, albeit a bit gimmicky,
it’s just horrible in terms of immersion. Everything seems to be made to remind the spectator that he’s
watching a film.
Another thing is that all IMAX formats are presented to the public as high tech and being “The
ultimate movie experience” (www.imax.com, juli 2007):
“SEE MORE, HEAR MORE, FEEL MORE -- IMAX is the ultimate movie experience.
With crystal clear images up to eight stories high, and wrap-around digital surround
sound (…)
Technically advanced and visually stunning, The IMAX Experience is the world's most
powerful and immersive movie experience.”
(www.imax.com > The Imax Experience, juli 2007)
The IMAX corporation markets its venues solely on its technical capabilities. The website is filled
with pseudo-scientific information on what camera’s they use, how the screen is made and how
unbelievably many speakers they use in their audio systems. At many venues, visitors can watch the
film spools being loaded up on the huge complex machines that are the film projectors. At Omnimax
theatres, the huge dome screen is rotated into place, as part of the pre-movie show. It’s even back-lit so
that the spectators can see how the screen and its mechanism is constructed.
It seems to me that the IMAX people are bent not only on emphasizing the fact that IMAX films are
illusions, but to even show and explain how the illusion is done. I simply cannot understand why this
would seem a good marketing strategy. When you go see an illusionist, you don’t actually want to see
the fishing wire that’s attached to the flying cigarette, do you? Ideally, you wouldn’t even want to
know it’s an illusion. You want to believe that it’s magic.
In doing research for my thesis, I have come to the conclusion that if you want a medium to be
immersive, the medium itself needs to be a transparent as possible. The exact opposite of the way to
accomplish that would be to point out every single nut and bolt that makes up the medium.
3.3 Sens-o-ramA
In their efforts to get people interested in movies again, filmmakers in the 1950s tried out all sorts of
new technologies. And while most focussed on the visual side of things, with the introduction of
widescreen formats for example, Grau mentions how a brave few looked for innovation in a totally
different direction.
In the late 1950s a cinematographer called Morton Heilig had a vision of a multi-sensory theatre that
he detailed in his 1955 paper entitled The Cinema of the Future. A few years later he released the
Sens-o-ramA: a machine that stimulated all five senses in what Heilig had dubbed “Experience
Theatre.” The Sens-o-ramA was able to display stereoscopic 3D images in a wide-angle view, provide
body tilting, stereo sound, and also had tracks for wind and aromas to be triggered during the film.
Unfortunately, Heilig was unable to obtain financial backing for his visions and patents, nor was the
machine very popular and thus work on the Sens-o-ramA was halted.
In his 1992 book Virtual Reality, Howard Rheingold talks about his trial of the machine and how he
was quite impressed with what the machine could do, even more than 40 years later. It seems that the
Sens-o-ramA was quite simply ahead of its time, though it’s debatable whether or not the machine
would do well, would it be released today.
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Fig. 3.2 Sensorama ad
The Sens-o-ramA did spark the development of short-lived attractions like AromoRama and GloriosSmell-o-Visions, which added scent to the traditional cinema experience. It also formed an inspiration
for installations artists in later years and formed a basis for all multi-sensory technology to come.
3.4 The Home Theatre
Technological advances in home electronics and a booming economy in the late 1990s and early
2000s, for the first time made it possible for the public to enjoy theatre quality audio and video in the
privacy of their own home, with the introduction of affordable big screen TV’s, surround sound audio
sets and DVD players. Now cinema quality audio and video was available to the consumer, many
people began trying to replicate the complete movie going experience at home and reserved special
rooms to accommodate their newfound hobby. Thus the home theatre was born.
Where the TV and stereo could normally be found in the living room, they now started to migrate to a
room of their own. Many a cellar or garage was transformed into miniature theatre rooms, complete
with plush chairs, controlled lighting, surround sound setups, popcorn machines etc. They have all the
luxuries of the average cinema, yet with the comfort of having it at home.
Fig 3.3 and 3.4 There are some who strip the home theatre down to its bare essentials and there are
those who go all out.
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There’s been quite some debate about the quality of the home theatre, by people like George Lucas
(Star Wars: The Original Trilogy, commentary tracks), Oliver Grau in Virtual Art and many others.
Obviously, the home theatre provides the spectator with a much higher degree of immersion than a
traditional television set could ever do, but how does it compare to the actual movie going experience?
I think that, on the one hand, the home theatre provides a spectator with the same audiovisual
experience he would have in a traditional cinema, but in the comforting space of his own home. In
theory this would make the spectator much more relaxed and more open to the viewing experience.
Furthermore, the spectator is not distracted by the noise of other spectators talking and eating popcorn,
allowing him to focus fully on the movie.
On the other hand however, while consumer electronics have developed over time, so has cinema
technology. Although a lot of people these days have a big screen television and a decent surround
sound set, it still fades in comparison to the audio and video of present day cinema. Also, the fact that
one needs to go to a theatre adds much to the experience. Where in the home theatre a person could go
directly from doing the dishes or working on his computer to watching a movie, going to the cinema
and watching a film there is an entire process that brings the spectator in the right state of mind. First
of all, the spectator needs to go to a special place (the movie theatre) and pay money to be allowed to
enter. This causes the person to consciously or subconsciously know he’s going to an event that must
be special. Entering the theatre, the spectator will walk in a space that is luxurious and very
comfortable, yet completely different from any space one might encounter in ones daily life. The room
is filled with other people that are all waiting for the same thing as the spectator is, furthering his
subconscious suspicion that something special is about to happen.
He then enters the viewing room itself and finds him self in a large, dimly lit space, with hundreds of
chairs all facing a giant white screen. This somewhat alien, but completely self explaining, room helps
to build up the tension and heighten the spectator’s senses. Once the spectator is in his seat, the lights
will dim even further, until the room is almost completely dark. Then the introduction of the movie
begins. The introduction usually exists out of several studio leaders and the title sequence. These are
designed to get the spectator even more in the right mindset and let him slide gently into the story.
So you see, although the audiovisual part of the home theatre and the movie theatre are quite similar,
the actual experience is totally different. With the movie theatre, the whole experience starts long
before the actual watching of the movie. This allows the spectator to get in the right mindset and have
a more powerful experience.
Another important point is control. In the home theatre the spectator has complete control over all
facets of the viewing experience: when the movie starts, when and if there are intermissions, the
volume of the sound, the intensity of the ambient lighting etc. This power to control the viewing
experience makes the spectator more aware of the medium itself, making the experience less
immersive. The spectator more consciously knows he’s being told a story and that he can start, stop or
change the story at his leisure. In the film theatre the spectator has no control over the viewing
experience whatsoever. The starting time of the film is set at an exact time and date and can only be
watched at this one place. This makes it an event and a more valuable experience.
During the film itself, the spectator doesn’t have the power to push the pause button, as he would have
in the home theatre. The spectator knows this, so he will not think about it any further and will be able
to be immersed by the movie.
The last issue I’d like to talk about is the audience. In the home theatre, films are usually watched with
but a small group of people, usually family or friends, instead of an audience of hundreds in the
cinema. As said earlier, the more private setting of the home theatre allows the spectator to concentrate
fully on the movie, not being distracted by the hum of an audience.
Watching a film with a group of people however, does in general make for a more powerful
experience. While a spectator might feel the same emotions when watching a film alone or watching it
with a large group of people, the audience has the ability to amplify these emotions. This phenomenon
works much in the same way as the laugh track on a sit-com. When people hear someone laugh, they
will subconsciously be stimulated to laugh also. In a cinema the effect is even greater, as all spectators
stimulate each other, causing emotions to snowball to great intensities.
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But does this make the viewing experience more immersive? An audience does have the ability to
amplify emotions, but while doing so, it also directs attention to itself. It emphasises the fact that
you’re not actually in the presented world, but that you’re watching it together with a group of people.
This does make the audience a very powerful storytelling asset, but as I said in the first chapter of this
thesis, “Being told a story is not the same as experiencing a story.”
3.4.1 Ambilight
In recent years there have been a number of add-ons released to further enhance the home theatre
experience. For example there were the so called body shockers: devices that could be attached to the
bottom of your seat, which produced vibrations in sync with loud, low frequency sounds on the films
audio track. While most products received very little acclaim, neither critical nor public, there’s one
invention, released in 2004, that has won numerous industry awards and has received a lot of interest
from the general public: Ambilight.
“With the introduction of the new FlatTV’s with Ambilight, Philips adds a spectacular dimension to
the viewing experience. The build-in Ambilight functions reacts on the colours presented on the screen
and projects them on the wall behind the device. By spreading the light over the wall both the
spectator and the interior or brought in a deeper home entertainment experience. Depending on
personal preferences, the lights can easily be configured to project coloured light continuously on the
wall during and even after watching television. This lets the television become a design object.”
(Ambilight Press release; Philips; September 01, 2004)
As you can see, Philips thinks they have made something pretty interesting. They argue that, by
projecting the coloured light around the television screen , effectively blurring the edge of the image,
the spectator will have a more immersive experience, because the film’s atmosphere is continued into
the physical viewing space.
I for one completely disagree with Philips. Yes, the lights around the TV look cool and yes, they can
affect the atmosphere of the room, it might even make for a more comfortable viewing experience, but
more immersive it is definitely not. First of all, the Ambilight TV’s, just as all other TV’s, are
surrounded by a black or matte silver border. This border forms a picture frame or window for the
video. It separates the television image from the rest of the room, allowing the spectator to focus better
on the image and ignore everything around it. What the Ambilight does is widen the view of the
spectator beyond the frame, directing attention to its surroundings. This once again emphasizes the
fact that the spectator is sitting in a room and watching a TV and thereby diminishing the immersion.
Instead of sucking the spectator into the virtual reality of the film, the Ambilight augments actual
reality.
Secondly, Ambilight uses the video signal as a base for its projections. While this works to some
extend, the average colour of a shot might not always make for the projected atmosphere, the director
of the film had in mind. Just think of close-ups, where the room will be lit in flesh tone colours.
Also, the atmosphere created by lighting not only depends on the colour of the light, but just as much
on the angle of the light. Lights pointed upwards for example, make for a very spooky, alien
atmosphere. With the Ambilight, light is projected uncontrollably from all four sides of the screen,
which makes for very diffuse and inexpressive lighting.
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Fig 3.5 Philips even uses a close-up shot in their marketing of the Ambilight televisions.
All in all, I personally think the Ambilight is nothing more than a marketing ploy of Philips, trying to
differentiate itself in the oversaturated market of flat screen televisions. Although it could be
considered a design object, it has very little positive influence on the viewing experience and
definitely makes the experience less immersive. I will however applaud Philips, for bringing the
subject of lighting to the attention of the home theatre audience. Lighting plays a big role in getting the
spectator in the right mind set and having a comfortable viewing experience.
3.5 Theme park Rides
During the 1980s and 1990s an important source of innovation in the field of immersion could be
found in amusement parks. Immersive installations had always been a source of spectacle and light
hearted fun at carnivals and fairs, so it comes as no surprise that theme park entrepreneurs were quick
to adopt this new technology as well. And because these amusement parks were able to invest more in
their rides, because they were not hindered by the limitations travelling fairs had to deal with, they
were the ones that developed the rides into some of the most immersive experiences known today.
These rides can generally be divided into two categories: physical and virtual rides. Rides in the first
group, consist of a physically realized environment, through which the spectator travels on a cart or
boat.
The second group are so-called virtual reality or simulator rides. In these rides, they spectator takes
place in some sort of cabin, in which he makes a virtual trip. They usually employ technology that can
be found in IMAX theatres, such as a panoramic or stereoscopic 3D images, combined with a
hydraulic system that creates the feeling of being in a moving object.
3.5.1 Physical Immersive Ride: Droomvlucht
Droomvlucht is a ride that is widely considered the pinnacle of immersive rides, receiving numerous
awards (such as the Pomme d'Or and the IAAPA Applause Award). It’s a physical ride in the Dutch
theme park “De Efteling”, created by Ton van de Ven in 1993. In the ride, visitors go on a dreamlike
journey to a magical world filled with elves, trolls and forest nymphs.
I remember the first time I went in Droomvlucht. I must haven been nine or ten and I was completely
blown away by the whole experience. Immediately after I exited I went right back in line to go again.
Over the years I must have gone on the ride dozens of time and although with time the experience has
become less powerful, it still remains one of the most immersive experiences I have had.
It’s very obvious that the creator of Droomvlucht regarded immersion as one of if the biggest priority
in designing the ride:
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“De bezoeker die door Droomvlucht zweeft moet ervaren dat hij een onderdeeltje
is geworden van een enorme, immense sprookjesachtige wereld om hem heen. Het
moet hem klein maken, hij moet niet hoeven denken “Wat zie ik?” … Nee, je bent
een onderdeel geworden van die grotere wereld, je verdrinkt er bijna in.
Droomvlucht is ondergedompeld worden in een warm en weldadig bad. Het is een
streling voor het oog. Het is iets wat mensen moet verwonderen, moet emotioneren.
Droomvlucht is één brok romantiek en lieflijkheid.”
(Ton van der Ven, Dromen met Open Ogen, 1992)
Fig 3.6 The entrance to Droomvlucht.
The process of immersing the spectator begins upon approaching the ride. The entrance consists of a
huge portal, decorated with giant floral shapes and finished with stucco and fresco work. The space in
front of the entrance is filled with different plants, trees and flowers. Behind the entrance appears to be
a forest. Passing through the portal, the visitor finds himself in a dark hallway, which is dimly lit by
hanging spheres. Also hanging from the ceiling are all sorts of greens (vines), making it feel like one is
entering the forest behind the entrance. Eventually, at the end of the long hallway, the visitor has
arrived at the port: the place where the visitors can board the floating gondola, that will take them into
the dream world.
The port is an extremely weird place, as it is in total contrast with the fairytale/old-world charm of
everything that has preceded. It’s a very futuristic looking, sterile space with computers and monitors
and all sorts of technical equipment. While it does take you out of the whole fairytale mood you were
in, it doesn’t really spoil the experience. Though the whole process of boarding the gondola could
have been realised in a style and manner more similar to that of the rest of the ride, for some reason
the port seems to work as it is now. Maybe it’s because it looks so futuristic and impressive, that it
almost makes you think of some sort of secret station from which you can go to another dimension.
Anyway, on to the ride itself. After you’ve boarded the gondola you’ll notice that they don’t ride on
wheels, but instead are hung from a rail above you, giving the impressing that you’re flying or gliding
through the air. The system allows for a much smoother ride than conventional cart based ride,
diverging attention away from the gondola itself.
Leaving the port you enter a dark tunnel. The tunnel is filled with soft ambient sounds and music to
get you in the right mood. You can see there’s a light at the end of the tunnel. Upon exiting the tunnel
you move through a cloud of mist. Exiting the cloud you’re finally in the dream world and a misty,
endless looking landscape, littered with breathing castles is revealed to you. You travel further,
through another, shorter tunnel after which you enter a large forest. As you move through the
canopies, you can see dozens of little elves playing and flying, there are dears drinking from a pawn
below and forest nymphs dancing and making music. The forest is filled with all sorts of living things
and it seems to go on for miles. Some characters even wave at you as you fly by.
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Fig. 3.7 and 3.8 Droomvlucht interiors.
You then fly up out of the forest and into the sky and enter a new tunnel. Exiting the tunnel you now
find yourself in space. By using a setup of mirrors, the creators of Droomvlucht have made the space
appear truly endless, as if you’re really in space. In space there are of course stars, but also planets
which are littered with huge sparkly castles.
After your space adventure you fly back down again through another tunnel, after which you find
yourself flying down to earth trough another forest. This is a darker forest, where it’s raining. The
forest is also filled with trolls, doing all sorts of things. As you near the ground you go into another
dark tunnel and return to the port, back to reality.
Though a memorable experience, whatever way you look at it, I think there are some things that work
very well in terms of immersing the spectator and there are things that are less successful.
First of all, I think the whole ride is very well designed visually. Regardless of whether are not you
can appreciate the fanciful style, one cannot deny a wonderful coherency between all the different
parts of the ride (excluding of course the port). Everything looks like it comes from the same universe.
Also, even though characters are somewhat stylized, nothing in the ride looks too designed, meaning
that nothing looks too contrived. It looks like a natural world in which plants grow and die freely,
where there is visible wear and tear from daily use and where architecture has a very old feel to it, as if
the world has existed for a very long time. I think this really adds to the believability of the
environment. What I also think adds the believability of the environments is that they appear endless.
Even though, in reality you are in a relatively small, enclosed room, you can never really see the walls
and the environments appear to go on forever. There are however exceptions where this is not the case.
This is most apparent with the roof and with the tunnels.
The roof mainly consist of metal grating covered by vines and other greens. Above the grating are
lights that illuminate the environments. This totally kills the illusion for me. Seeing that grating and
those lights, immediately makes you realize that you’re not in a forest, but in a large room. Luckily,
there’s a lot going on below you, so chances are you’ll never look at ceiling. This however, can not be
said from the tunnels. The tunnels just look like… well tunnels, really. They are just painted, plywood,
box shaped tunnels. They are just such a foreign, synthetic design element in the context of the ride,
that I can’t help being pulled out of the illusion.
The last thing I want to talk about in the area of visuals, is the construction of the ride. Looking at
most things, you won’t be able to see how they were made, so you’ll probably not think too much
about the fact that everything you see was constructed. However, there are some puppets whose
mechanics are very visible. A lot of puppets have visible hinges at their joints and with some you can
actually see complete pistons. I know this is a direct result of technical limitations, as is the less than
stellar movement executed by the puppets, but one can not deny that this hinders immersion in some
way. Although it doesn’t affect in immersion in a direct way, indirectly it can get the spectators mind
thinking about the reality of the environment. As a flaw is brought to his attention, other cracks in the
illusion will become more noticeable as well.
The second aspect of the ride I want to talk about is its direction. The visitor doesn’t travel through
different locations at random: he is told a story. There is spatial continuity between the different
environments. When the spectator travels upwards, he goes into space and when he travels down
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again, he flies through a canopy and enters a forest. There however is not continuity of time in
Droomvlucht. The story is told chronologically, but there seem to jumps in time between each
environment. I do however think this problem is solved by the abstract nature of the tunnels between
the environment. When in a tunnel, the visitor finds himself in a sort of vacuum deprived of any mise
en scene. This to me seems to be the physical equivalent of a fade to black. Although I think the ride
could have profited in terms of immersion, by creating total spatial and time continuity, I don’t think
the tunnels have too big of an impact on the overall experience.
Another important aspect of the ride design are the gondolas. The gondolas themselves work very
well: the don’t restrict your sight and are quite comfortable and spacious. Also the choice to make the
gondolas fly instead of ride, makes the ride very comfortable and there are no visible tracks in the
environment. The amount of gondolas in the ride however is less than optimum. I can see from a
commercial standpoint that you’d want as many gondolas in the ride as possible, but in terms of
immersion, there are just way too many. When in the ride, you only really notice that you’re in a
gondola, when you see a gondola with other spectators in front of you. Ideally, you would want to be
the only gondola in an environment.
The last aspect of Droomvlucht I want to talk about is the addition of sound and scent effects. The ride
has a wonderful, orchestral soundtrack that really adds to the atmosphere of each environment. The
music has a full and dramatic sound, while remaining positive. It is also played at exactly the right
volume: loud enough to steer attention away from any mechanical noises, without becoming
obnoxiously loud. Beside the music, there’s also a good amount of ambient sound added to each
environment.
The other non visual effect is the addition of scents. Both forests have scent effects added to them,
which actually work quite well in adding to the atmosphere. The first forest has a very sweet, flowery
smell to it, which of course works well with all the flowers and happy elves in that environment. The
second forest smells very damp and mossy, like some ancient swamp, which also matches the visuals
perfectly. The reason why both work so well, beside matching the environments, is that the effects are
subtle, not obtrusive.
3.5.2 Virtual Immersive Ride: Star Tours
Star Tours is a simulator ride located in the various Disney theme parks around the world. Its first
incarnation can be found in Disneyland California, since 1987. The ride is based on the popular Star
Wars franchise by George Lucas. As can be read in Kendra Trahan’s 2004 guidebook on Disneyland;
Disneyland Detective, the ride places the visitor in the role of a space tourist en route to the forest
moon of Ender via the Star Tours travel agency.
The process of immersing the visitor begins in the waiting cue preceding the actual ride. This holding
area is designed to look like a spacecraft boarding terminal. As you move up the cue, you’ll pass all
sorts of spaceships and dozens of robot and alien characters going about their routine. Once the visitor
is at the head of the cue, he’ll be escorted to one of the spaceships standing in the hangar. He will then
take place in an airplane like setup inside the ship and when all passengers are on board, the show will
begin.
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Fig 3.9 One of the robots in the terminal (Star Wars’ C-3PO)
At the front of the plane, in front of what appears to be a large glass window, there’s a bumbling pilot
droid called Rex, chatting up the visitors prior to take off. All goes well until a slight mistake on Rex's
part sends the Starspeeder down the wrong tunnel and plummeting down into a maintenance yard, just
managing to escape to open space before a giant mechanical appendage crushes the ship. Once in
space, Rex puts the ship into light speed, but pulls out too late to catch the ship's intended destination,
instead getting caught inside an asteroid field. The ship gets trapped inside one of the larger comets
and has to maze its way out. Just when all the trouble seems to be over, the ship encounters a Star
Destroyer. The Starspeeder gets caught in its tractor beam, but manages to get loose when a rebel Xwing fighter provides assistance by destroying the tractor beam's generator.
Soon the ship accompanies the Rebellion on a massive assault on a Death Star. The pilot uses the
StarSpeeder's lasers to eliminate TIE fighters while a rebel destroys the Death Star. A final light speed
jump sends the StarSpeeder back where it started, but not before a near collision with a fuel truck in
the spaceport.
Fig 3.10 A shot of the view outside the spaceship.
The ride itself is based on a large military flight simulator. A system of hydraulic motors allows the
spaceship to physically mimic the visual movement of the ship as it can be seen by the visitors through
the large glass window. The visuals are created by a projector, projecting a 70mm film on a slightly
curved screen at the front of the spaceship. The film was created by George Lucas’ Industrial Light
and Magic (ILM) and was made by moving a motion control camera through a miniature set.
Just as Droomvlucht, Star Tours is a very immersive experience. What is even more impressive about
the latter, is that a large part of the experience is virtual. Why this works so well in this specific ride
(nowadays there are many similar rides) I think is because of the overall design of the ride.
First of all, the choice to design the whole experience as a visit to an airport is quite brilliant. It for
example explains why there are so many people standing in cue and why visitors have to be strapped
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in their chair in an enclosed space. Because this is normal when travelling via airplane, visitors will
take it as normal conduct here as well.
Furthermore, all animatronic droid characters along side the waiting cue are completely believable,
because they actually move and look like droids. Where the characters in Droomvlucht have to look
like real living, breathing, organic beings instead of mechanical animatronics, here this is not problem.
The acting of the characters is also quite well scripted, albeit a bit childish at times. Many characters
talk to the visitors and even though their lines are of course pre-recorded, they are written in such a
manner that they will apply to the average situation.
Now onto the ride itself. The video is excellent, both in terms of image quality as well as content. The
70mm film allows for great detail, colour and contrast and certainly was of the highest attainable
quality in the late 1980s. Having said that, you can still notice that you’re watching a film. The image
just isn’t as sharp and as vibrant as reality. On the other hand, most people are seated at such a
distance from the screen, that they won’t notice it.
The film’s content is made using ILM’s trademark techniques: miniatures, motion control camera’s
and blue screen. Minature sets allow for such detail and realistic lighting, that its realism, in some
aspects, may not even be surpassed by most CG films today. And because the film is one continuous
tracking shot, the spectator really feels like he is moving through an environment.
This feeling is further enhanced by the hydraulic system beneath the spaceship. Even though the
spaceship is actually quite limited in its movement (3 degrees of freedom), the movement is
completely in sync with the visuals. So even though the movements are not terribly strong, they are
strong enough to emphasize the movement seen on screen, further enhancing the experience.
So is Star Tours completely flawless? In my opinion, no. First of all there’s the sound. Even though
the effect and ambient sounds are good and the fact that the soundtrack was mixed in multi channel
surround by Lucas Sound (industry leader in the field of audio quality and surround sound), the audio
quality is quite bad. I think this is caused by the speakers used in the ride. They produce a very tinny,
cheap sound and they even clip and distort at higher volumes. This makes it very apparent to the
spectator that the sound is coming from a speaker.
Also, music is added to the soundtrack at intense moments. Even though music works quite well in
something like Droomvlucht, the Star Tours ride has such a realistic premise that it falls out of place.
This is further enhanced by the fact that music is not continuous, but only there at very specific
moments, making the music even more noticeable. This non-diegetic addition to the ride makes the
medium less transparent.
The second aspect I want to talk about is the overall visual quality of the ride. Though not a flaw as
such, I feel the overall quality of the ride could have been better. Star Tours interior is far from ugly or
unrealistic, but I do however think that it suffers from the same construction problems that the rest of
the attractions in Disneyland do. Everything has a very plastic, fake look to it, as if one could push
over a wall if one were to lean on it to hard. Though on paper everything looks great, I feel it could
have done with a little more character, with a more textural look. The environment in the film however
does have a very old, worn feel to it, which does really add to the immersion. It makes it look like a
real environment instead of a constructed illusion.
3.6 Virtual Reality
Though you may have already come across the term virtual reality a number of times during the
reading of this thesis, what does it actually mean precisely? Analyzing the two words that make up the
term, might give you an idea. The meaning of the word reality is quite hard to define, but the Oxford
English Dictionary gives the following definition: “ 3. The totality of all things possessing actuality,
existence, or essence.” The word virtual means “not physically existing as such, but made to appear
to do so” (Oxford Compact English Dictionary, Oxford University Press, revised edition 2003). So in
other words, a virtual reality is an environment that appears to be real, without actually existing. This
is also the meaning of the term as I’ve used it throughout this thesis.
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The other and perhaps more well known meaning of virtual reality is that of a computer generated
simulation of a three dimensional image or environment that can be interacted with by the viewer. The
term was actually also first conceived in this context, to describe new immersive 3D media, invented
in the 1970s and 80s. The term soon became very popular and found its way into mainstream culture,
where it found use in movies, books and videogames. The term inspired a futuristic vision of
completely immersive, interface less, three dimensional environments so convincing, that they could
not be distinguished from reality.
However, it soon became obvious that virtual reality could not fulfil its promises, given the level of
technology in the 1980s. One technology in particular, holography at first appeared to be the holy grail
in creating virtual environments, as it allowed projection of (3D) images in mid-air, using a system of
lasers. But as time went on, it became evident that, although it was relatively easy to create simple,
monochrome images, the technology was just too expensive and too cumbersome to create large,
detailed and full-colour three dimensional environments.
The term virtual reality soon became little more than a marketing catchphrase and public interest
diminished. Further development of virtual reality technology is done mainly by military parties,
where it is used for the creation of flight simulators to train their pilots, and small private companies
operating in niche markets such as theme parks and carnivals.
Although virtual reality, as we know it from the experiments done in the last decennia of the 20th
century, in my opinion never has resulted in anything too successful, seeing as it never accomplished
what it set it out to do, I feel it is compulsory reading in the research into immersion, simply because
that was always the main goal of virtual reality: immersing the spectator. Research done in that period
has been vital in the development of new interface technology and 3D graphics today. It has paved the
way for things like Wacom pen tablets and 3D modelling software like Z-Brush. It has also
jumpstarted the development of videogames and has lead too many inventions that are still being used
and developed further today, in the field of immersive media and transparent interfaces.
3.6.1 Videogames
Videogames started out in the 1970s as simple games, with crude, low resolution graphics and very
limited, digital sounds, but in recent years has grown into a sophisticated, broad medium, that is well
respected by the public and media critics alike. As computer technology advances faster and faster,
videogames can now contain rich, three dimensional environments, lifelike characters and high quality
sound. Interfaces are also becoming more and more transparent. Where videogame controls started out
with clumsy joysticks, they soon moved onto more ergonomic joy pads, which evolved over time with
the addition of features such as haptic feedback (in the form of vibrations) and analogue buttons
(resulting in more natural and precise control). The industry now seems to move away from physical
controllers in favour of motion sensors, which register the physical movement of the player. Instead of
pushing buttons, the player controls his avatar using his entire body, making for a more natural,
transparent interface.
As videogames continue to grow more advanced, the term immersion has become exceedingly popular
in the analysis of the medium. Many scholars, such Janet H. Murray, feel that videogames allow for
some of the most immersive experiences to date. They argue that the interactivity and freedom found
in videogames are two of the most powerful tools in immersing a person. Although I understand the
logic behind the reasoning expressed in her 1997 book Hamlet on the Holodeck of how the players
ability to move through and interact with an environment at his own leisure is quite a strong signal to
the player’s mind that he is actually in that environment (pg. 111-116), I still feel that the player
imagines himself in that environment, rather than feeling like he’s in the environment. Based on the
text by Murray Smith, Engaging Characters, chapter 3, I would like to argue that the experience of
playing a videogame can also be explained by conventional character engagement analysis, also
because today’s games tend to imitate cinematic language.
Character engagement can be divided into two forms: empathy and sympathy. Sympathy is a term
used to describe a situation in which a spectator or player feels for a (fictional) character. However,
when a spectator feels empathy, he imagines himself in the situation the character is in. He substitutes
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that fictional character for himself. In imagining himself in such a fictional situation, the player might
experience strong emotions, both voluntary and involuntary.
In most games, the designers will try to let the spectator emphasize with the main character, in for
example role playing games (RPG’s) or first person games (games that utilize a first person camera).
Other games, such a strategy games, rely more on sympathy and deliberately prohibit character
engagement to some extend.
So while some games manage to immerse players in the experience to great extends, it remains
debatable whether the player feels he’s in the environment or imagines himself being in the
environment. I think that, while videogames form an excellent base for a future immersive medium,
the state where videogames are in now, makes it impossible for the player to truly immerse himself in
the environment. The interface of today’s games, with its flat screen and controllers or keyboards, is
so non-transparent, that they actively prohibit immersion. They create a safe distance between the
player and his avatar. I think this is most noticeable in extremely violent games, where the player
makes his character do morally-conflicting actions, without experiencing any moral anguish himself.
The player is completely aware of the fact that he is interacting with a medium.
So while videogames may be unsurpassed in their ability to immerse a spectator in a story or
challenge, I do not think they do a very good job at immersing him in an environment.
3.6.2 Head Mounted Displays (HMD)
Besides leading to the development of videogames as a medium, virtual reality research has also lead
to a number of new interfaces/display devices. One of the first and probably most memorable are the
head mounted displays or HMD’s, invented in the 1970s. A HMD is a display device that is worn on
ones head, resembling large goggles, and has a small display optic in front of each eye. Most HMD’s
or capable of displaying stereoscopic imagery, focused at optical infinity; the distance at where a
person’s eye muscles are most relaxed. Newer HMD’s or also capable of creating distance focussing,
which makes different objects of a virtual environment appear to be at different distances, mimicking
natural human vision.
HMD’s are often used to display a real-time 3D environment, running on a computer. Movement or
other actions within the environment are controlled using a joystick or special gloves and nowadays
using motion sensors that track the movement of the spectators head and limbs.
Head mounted displays have been quite successful as a 3D displaying device and remain very popular
in some areas of scientific research. They offer detailed 3D stereoscopic images and completely
substitute ones visual reality. On the downside, their field of view is relatively small (in my opinion,
they make it look like you’re watching through long goggles). Also, because of the limited amount of
graphic engines able to output stereoscopic imagery, the visual quality is quite poor. Although today’s
game engines are capable of displaying very realistically lighted and detailed worlds, HMD render
engines are about 5 years behind. This causes everything to have a very digital, fake look.
Another thing are the optics in HMD’s. They are usually made out of small LCD screens and although
technology in that field continues to advance, it remains very difficult to create small, high resolution
screens with good contrast and colour range at reasonable prices. This of course further degrades
image quality.
The last problem with HMD’s is in its physical appearance and weight. Although they are
continuously getting smaller and lighter, people have to strap a sizeable electronic device on their
head. Maybe people who normally wear glasses are less bothered by this, but you can’t call it
unnoticeable. Further enhanced by its very apparent and visible technology, the medium is nontransparent, causing that people will have a hard time forgetting they’re using a medium. Coupled with
the still very awkward controls, I think a spectator is hard-pressed in immersing himself.
3.6.3 CAVE: Cave Automatic Virtual Environment
The first CAVE was developed at the Electronic Visualization Laboratory at the University of Illinois,
USA, in 1992. It was designed as an immersive virtual environment and consists of a cube shaped
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room, which walls are made of rear projection screens. Using six high resolution projectors, a
stereoscopic image is projected on all six faces of the room. The spectator is placed in the middle of
the room, wearing polarized (or electronic shutter) glasses to be able to see the stereoscopic image.
The spectator can virtually move around through the environment using a joystick or joypad.
Although I’ve never actually been in a CAVE myself, I imagine it would be quite an immersive
experience. First of all, the spectator is completely surrounded by the environment and in theory has
no other visual reference. The spectator can look anywhere he wants to look and go anywhere he
wants to go in the environment. Furthermore, the image is stereoscopic and is displayed in high
resolution.
However, based on the records of Grau and Murray on the device and video registrations of actual
CAVE’s, I do have some notes. For one thing, only a limited number of people have access to a
CAVE. Most are the property of technical universities and industrial companies. As a result of that,
very little research has been done on the CAVE’s immersive qualities. The environments are mainly
used for product development (prototype visualisation, interface design, dynamics simulations etc.)
and very few artists have been granted access to them. Therefore, it remains to be seen how effective
an immersive medium the CAVE could be.
Furthermore, although the CAVE is a very impressive device on paper, I think it’s subject to many
real world problems. First of all, there are the walls of the room. Although the walls are only lit by the
projectors, unevenness in brightness, the method of construction and an effect called ambient
occlusion (attenuation of light due to occlusion by the walls themselves), results in very visible
corners, as can be seen in the photo below.
Fig. 3.11 Photograph clearly showing the corners of the CAVE
This obviously causes the medium to be much less transparent, decreasing the level of immersion.
The second problem I have with the CAVE system, is once again with the interface. Spectators control
their movement and actions in the virtual environment, via a joypad similar to those used in
combination with HMD’s. But using a HMD, a spectator can walk around and although that might not
result in movement in the virtual environment, it also doesn’t affect the visuals. When a spectator
starts walking around in a CAVE, and I think he will feel inclined to do so, the visuals will appear
distorted, as they only look correct when viewed from the exact centre of the room. Furthermore, upon
approaching the walls of the CAVE, the spectator will be able to see the actual pixels of the
projections and might even see the texture of the projection screens. This emphasizes the fact that the
spectator is watching a medium, instead of being in an actual environment.
Another result of the interface of the CAVE, is that visual information on movement and other sensory
input do not correspond. It might look to a spectator like he’s moving around, but the rest of his body
is telling his mind he’s standing still. This can result in motion sickness and balance problems.
Especially the latter effect, can result in a decrease of immersion. Because the spectator constantly
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needs to find his balance, moving his weight and his feet, it is emphasized that he is standing still on a
flat surface. The spectator is constantly taken out of the experience and back into the real world. I
think that a more stable, relaxed position (like sitting), would work much better, as it allows the
spectator not to think about his balance and his body. I will get back to this in chapter VI, in the design
of a viewing environment.
3.6.4 Idome
The Idome is an immersive graphical display developed by the ICINEMA Centre for Interactive
Cinema research, Australia.
“iDOME is a proprietry hardware/software platform developed by the iCinema Centre that offers a
cost-effective and compact immersive visualisation environment for panoramic and spherical
representations, video and/or computer generated. Ideally suited for museological applications, it is
configured as a three to five meter fibreglass hemisphere that stands vertically in front of the viewer,
with a projector, computer, surround audio equipment and user interface.”
(http://www.icinema.unsw.edu.au/projects/infra_dome.html, juli 2007)
Fig. 3.12 & 3.13 The Idome
The Idome uses a digital projector and a spherical mirror to project a 180 degree image upon the
hemisphere. This system theoretically allows for an image that completely fills the spectators field of
view and is much cheaper and easier to setup than traditional fisheye setups, as can be found in
OMNIMAX theatres.
The Idome can display both pre-rendered images, as well as real time 3D environments. When
viewing the latter, movement and other actions are controlled via a large tracker ball, positioned in
front of the spectator.
While I think the Idome is a beautifully simple design, I also think it has a couple of flaws that could
be fixed quite easily. First of all, because of the way the interface is setup, the spectator will never be
able to view the image from the ideal position: the exact centre of the sphere. Seeing as the user
interface is positioned in the centre of the sphere, the spectator will always have to stand behind and
above it, resulting in a distorted perspective and perhaps even in the spectator seeing the edges of the
screen. Though the margin of the viewing position increases when a large screen is used, in
ICINEMA’s 5 metre dome setup, distortion is even higher because the spectator’s viewing position is
located some 80 cm under the ideal viewing position.
Another problem with the Idome is its openness. The spectator is not in any way shielded from the
surrounding environment. He can easily be distracted by sounds, movements and light coming from
behind him. Furthermore, ambient sound could actually drone out the sound coming from the sound
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system of the Idome and ambient light could wash out the image. All of this makes for a less
immersive experience, because the spectator can constantly be distracted by real world influences.
I do think that the basic design of the Idome is so good, both in quality as in costs, that I will use it as a
basis for my project’s viewing environment. I will develop the design further in chapter VI and VII.
3.7 Future and Fictional
The development of virtual reality in the 1970s and 1980s may not have resulted in the reality
substituting medium people had hoped on, but it did however inspire many artists, writers and
filmmakers to dream up fictional immersive media. One of the first virtual reality themed films was
the 1992 sci-fi thriller The Lawnmower Man, in which a mad scientist immerses a simple minded
gardener in a virtual world, with terrible consequences. Though the film left a lot do be desired, the 3D
computer animated scenes showing the virtual reality attributed greatly to the public’s view of
cyberspace and virtual reality.
The two most famous, and perhaps most viable, examples of fictional virtual reality media have to be
Star Trek’s Holodeck and the Matrix. Both left such a lasting impression on filmgoers everywhere,
that they even inspired scientists to develop new technology in the field of virtual reality. Although
both media have yet to be realized into the form as can be seen in the films, they do give us a glimpse
of the future and present us with new ideas and technology, that one day might lead to an ultimate,
completely immersive medium.
3.7.1 The Holodeck
The holodeck is a virtual reality medium located on spaceships in the fictional Star Trek universe. It
was first introduced in the pilot episode of Star Trek: The Next generation(1987) and has remained a
recurring location in this and other Star Trek series.
According to the 1991 Star Trek: The Next Generation: Technical Manual, by Rick Sternbach and
Michael Okuda, the holodeck is an enclosed room in which objects and people are simulated by a
combination of replicated matter animated with weak tractor beams, as well as shaped force fields
onto which holographic images are projected. Sounds and smells are simulated by speakers and
fragranced fluid atomizers, respectively. The feel of a large environment is simulated by suspending
the participants on force fields which move with their feet, keeping them in one place (a virtual
treadmill). Perspective is retained through use of sound damping fields and graviton lenses, which
make objects, people, and sounds appear to be more distant. The effect is an ultra-realistic simulation
of an environment, with which the user can interact.
Most holodeck stories are told from a first person perspective in which the user interacts with the
program and its characters. Because of this, every story has un almost unlimited amount of endings.
This is made possible by giving characters certain trades and letting artificial intelligence do the rest.
Other holodeck stories are told from a third person perspective, in which the user is invisible to the
characters in the program and the storyline can not by influenced by the user. This type of storytelling
resembles that of a play, with the important difference that the user can follow any person he likes.
Although the technology used in the holodeck is not yet available, the design of the medium is very
much grounded in science. The holodeck basically forms a blue print for an immersive medium,
waiting for science to catch up. What I find interesting about the holodeck, is that the sensory
stimulation it creates is so convincing, that the way stories are directed has almost zero effect on the
immersiveness of the medium. Users can make instant jumps through time and space, they can pass
through solid set pieces and characters, etc. and it seems to be almost completely unnoticeable to the
users. Even the fact that users can talk to the computer to make a change in the program or make the
door appear, through which they can exit the holodeck doesn’t seem to hurt the experience. Users are
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constantly aware of the fact they are in an illusion, but simply by the quality of the sensory
stimulation, this has no effect on their level of immersion.
3.7.2 The Matrix
The Matrix is a film, directed and written by Andy and Larry Wachowski and released in 1999, that
present the spectator with a dystopian future, in which the world as we know it, is actually the Matrix,
a simulated reality created by sentient machines. Humans are grown in pods and are connected by
cybernetic implants to the artificial reality, which keeps their minds under control while the machines
use the bioelectricity and thermal energy of their bodies as an energy source. As this virtual
environment is practically indistinguishable from reality, the majority of humans connected to the
Matrix are unaware of its true nature. However, most of the central characters in the series know that it
is not real, and as a result can partially bend the simulation's physical laws in order to perform
superhuman feats within the simulation.
Very little is known about the exact workings of the Matrix. What can be deducted from the different
films, videogames and animations set in the Matrix universe, is that a person is connect to the Matrix
via a implant inserted in the back of the head. This would lead me to assume that the implant
stimulates the neo cortex (the primitive brain) after which the rest of the brain analyses this
information and forms an image of the environment, just as it does in real life. Data sent through the
implant, originates from one main computer, the actual Matrix, to which all humans are connected. On
this computer there is a program running, which simulates a replica of the known, detectable universe,
in which all mankind lives.
Although the Matrix might sound somewhat far fetched, I think there is actually a good chance that
future immersive media will resemble it (although hopefully it will not be used to enslave all
mankind). There is a lot of research being done right now, on how the brain works and how we can
stimulate it with artificial input. Some recent inventions are, for example, digital eyes for the blind and
digital ears for the deaf. These devices use sensors, which are connected directly to the patient’s brain,
to stimulate the corresponding areas of it. Although technology isn’t quite there yet and is in desperate
need of some user friendliness, I think we’ll be immersed in our own brain, long before there’s a
holodeck.
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Chapter IV
Finding a Happy Place
We’ve now reached a subject that I feel is one of the more difficult of this thesis. Not because of
things like high level academic texts or technical complexity, but simply because of its indefinable
nature: what is a happy place? I think everyone will be able to answer question of whether or not an
environment is a happy place, but what is it that makes it happy? That is the question I will try to
answer in this chapter. I will do this by looking at different theories in the field of environmental
psychology, as presented in chapter I, and I will analyse environments, both real world and fictional,
that are generally thought of as enjoyable, atmospheric, fun, happy etc. I will use the resulting
information in chapters V and VI in forming a design strategy for both the virtual environment as well
as the physical viewing environment. I think this subject is quite important for my research, as I think
that when a spectator actually wants to be in the virtual environment, he is more likely to be immersed
in it.
4.1 Perfect Places
Fig. 4.1 Monsters Inc.
Fig. 4.3 Fellowship of the Ring
Fig 4.2 La Fabuleux Destin d’Amelie Poulain
Fig 4.4 Parc Guell, Barcelona
In attempting to answer the main question of this chapter, I’ve chosen four photographs of
environments that are generally considered enjoyable and happy and that I myself also find very
attractive and atmospheric.
Immediately, one can see a number of similarities between the four images. First of all, every
environment is lighted with a very warm, yellow/orange light. This gives the environments a very
warm feeling; you can almost feel the sun on your skin. Secondly, all environments are lighted more
or less from the side. This results in high contrast images, with very visible shadows, which emphasize
volume and depth.
Beside having orange/yellow colours as their key colours, all images are accented with saturated,
contrasting colours, giving the images a more dynamic and lively look. The colours in 4.2 however are
visibly more muted and orange, compared to the other images, which makes it look less like an
environment and more like a flat image. Also note that all environments have plants in them, even the
urban environments.
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Furthermore, all environments appear very deep. This gives the images a great sense of depth and
makes them feel like real environments. Although this depth is not directly visible in fig. 4.1 and 4.2,
it is implied by the shadow cast by the off-screen tree in 4.1 and the stairs and the window in fig. 4.2.
What is also quite apparent is that the environments in all images are made of relatively simple,
overall shapes, but are detailed with other, smaller objects. This is most noticeable in the photograph
of Parc Guell, where the relatively simple structure is made up out of thousands of course stones,
giving everything a very textural feel. This textural feel is visible in all pictures and makes them feel
like actual environments instead of flat pictures. It implies volume and that the environment is made of
real materials. The environments in all of the pictures also appear worn down a bit, which makes them
look like real, old environments that are subject to daily wear and tear and in which people actually
live.
Another similarity between all images is that they all come across as very relaxing and easy going
environments. Although in all environments, characters are either going to work or are actually
working, everything seems to be done at very laidback pace and everybody seems to enjoy it.
These are the main similarities between the four environments. So what can be concluded from this?
I think a perfect environment should be warm and sunny, preferably during the hours following
sunrise or the hours towards sunset. According to Faber Birren, people have a preference for such
weather, because it signals the human body that it doesn’t have to worry about keeping itself warm
and that there’s plenty of food.
Environments are most atmospheric when they have one key colour, with a number of contrasting
coloured accents, as can be read in chapter one. This means that the perfect environment would have
purple or blue shadows and all sorts of other coloured accents. These accents could be plants and trees
and objects such as furniture, props and characters.
The shapes that make up the environment are preferably quite simple, but adorned with a lot of details
and should have a very textural feel. Objects should be made of different materials, to avoid a fake
look, and appear used and worn. Some of the objects should look familiar and others should look
foreign, to give the environment a fresh and exciting look.
The environment should contain characters, but should not appear overly crowded. This will result in a
fun atmosphere, instead of feeling crammed or desolate.
Lastly, environments should appear to extend beyond the current field of view. This can be
emphasized by having both indoor and outdoor environments within a larger environment and by the
use of atmospheric perspective.
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Chapter V
The Animated Environment
We’ve finally reached the meat and tators of this thesis. We now know what an environment is and
how it affects people. We also know what immersion is and what factors are important in immersing a
spectator. Furthermore, we’ve seen how through the ages different artists have developed techniques
to immerse spectators into virtual worlds. And finally we’ve researched what makes an environment
attractive to be in.
So now it’s time to see how this knowledge gathered in the previous chapters can be translated to the
medium of animation. We’ll do this by taking the different aspects of the medium and see how they
can be designed to have the maximum immersive effect. In chapters VI and VII, we’ll look at how this
affects the design of the viewing environment and how it has shaped the project part of my exegesis.
5.1 Direction
The direction of an animation determines the overall structure of the film. Generally, the aim of the
director is to tell a story as effective and entertaining as possible. In the case of this exegesis however,
the main goal will be to immerse the spectator, while telling the story in a more subtle way, so that it
resembles an experience.
Looking back at the research done in the preceding chapters, I’ve come to the conclusion that it’s best
to direct the film as a visit; a theory which is supported by Janet H. Murray in Hamlet on the
Holodeck:
“The visit is particularly appropriate for establishing a border between the virtual
world and ordinary life because a visit involves explicit limits on both time and space.”
(Hamlet on the Holodeck, Janet H. Murray, 1997, p. 106)
In the case of a visit, the medium forms the device that transports the spectator from the real world to
the virtual world. The medium itself has a function within in the narrative of the experience. Theme
park rides are a good example of such formats. Upon entering the ride, the spectator steps out of
reality and into a vehicle that takes him into another world. After returning to the docking station, the
spectator will exit the ride and once again find himself in the real world. There is a clear border
between both worlds, which makes them equally real.
In animation this could be achieved, by careful design of the viewing environment (it could be made to
look like some sort of vehicle or transport device) and the use of an introductionary sequence of sorts
that makes the spectator think he’s travelling to another world.
Another advantage of the visit format is that it allows a spectator to be taken through the world,
instead of letting him move around freely. Just like in a theme park ride, where people take a seat on a
moving platform, the camera can move through the animated world on a predetermined track. While
this doesn’t give the spectator total freedom, it does allow him to look at what he wants to look.
Having the camera move on a track also allows for the experience to be scripted: certain events can
happen at certain moments to propel the story. This allows the artist to present the spectator with a
narrative, without emphasizing the fact that he is being told a story. The narrative will feel more like
an experience than a story.
Another practical advantage of using a predetermined track, is that environments can be made to look
as if they have fuller existence, that they extend beyond the current field of view, even though the
illusion is only meant to be seen only from a particular angle at a particular moment in time. This
allows the artist to use a number of tricks that make the environment look endless, without having to
create the entire world.
Overall, directors should stay clear from the use of traditional cinematic language, as most of it
emphasizes the fact that the spectator is being told a story. Narratives have to be told in a subtle,
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nonchalant way, to ensure that the spectator feels he is experiencing the story, instead of using a
medium and being told a story. The spectator needs to be given a sense of freedom and should feel like
he’s deciding what he’s to look at.
Although it might be harder to tell the story in a clear way, using a narrative is preferred. The narrative
plays an important role in occupying the spectator’s mind, to keep him from analyzing the experience.
It will steer attention away from the shortcomings of the medium and flaws in the environment.
Staging the experience as a visit also allows the experience to be fairly short and packed with
information, giving the spectator little time to think about what is happening to him, decreasing the
chance of breaking the illusion of being immersed.
5.2 Cinematography
Cinematography is a term used to describe the use of a camera in film or animation. This encompasses
what viewing angles are used, what width lenses are used, the movement of the camera, etc.
Having researched the different contemporary media in chapter III, I think that above all, the camera
needs to give the spectator a sense of freedom and be as unobtrusive as possible. We’ve already
established in 5.1 that the camera is best placed on a predetermined track, which means the main
direction and movement is set. The artist now has to decide what to do with camera angles and camera
rotation. As I see it, there are two options here: one is to have a scripted camera, which rotates in a
predetermined way as directed by the artist and the second is to let the spectator control the rotation,
similar to videogames or CAVE virtual reality systems.
The first option makes it easier for the director to tell a story, as he has more control over what the
spectator sees and how it is seen. There is however the danger of making the camera movement too
noticeable, thereby emphasizing the fact that the spectator is being told a story.
The option of having the spectator control camera rotation, gives the spectator a lot more freedom, but
I think it would be quite hard to create an interface that is unobtrusive and feel natural. As said in
chapter III, in the text on videogames and VR, interface devices such as joysticks and tracker balls,
form a distinct barrier between the spectator and the world. A more natural way of rotating the camera
could be created by the uses of a HMD and motion sensors, but with the current level of technology
this would still result in a quite mechanical operation. Another disadvantage of using a spectator
controlled camera is that the environments would have to be rendered in real-time, limiting what can
be done visually.
Seeing as both options have serious downsides, I’ve come to the conclusion that certain elements of
both options have to be combined to form a new format, also incorporating elements of past, static
media. I propose a system in which the camera is completely scripted, but at the same time lets the
spectator look at what he want.
The camera movement should be as fluid as possible, without any sudden stops or turns. Furthermore
rotation should be kept to a minimum and always be combined with translational movement. Tracking
camera movement, as often used in IMAX films, makes the spectator feel he is really going into or
moving through the environment. The camera should also be given some weight, preferably that of a
human head, to give it a sense of inertia and keep movement from feeling too digital or artificial. All
these camera properties are designed to attract as little attention to itself as possible. Creating such a
fluid form of motion will also take attention away from the fact that the spectator is standing or sitting
still. If one were to use a shaky camera or a head-bobbing camera (as can be found in many first
person videogames), the spectator would expect to feel the impacts of that motion and lack thereof
would emphasize the fact that he is not actually experiencing what he is seeing.
In order to be able to give the spectator the freedom to look where he wants to look, the camera should
be combined with a fish eye lens. This would create a 180 degrees x 180 degrees image that fills the
spectator’s field of view completely, similar to the image of an OMNIMAX theatre or Idome. Having
such a large image, not only will allow the spectator to look where he wants to, it will also form a
complete reality-substituting sensory stimulation. In other words, having the image of the virtual
world completely fill the spectator’s field of view, making reality invisible. The effect is similar to that
of the 19th century panoramas, with the added ability to look further up and down.
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Instead of a dome shaped image, one could also use a truly panoramic image. There however are a
number of disadvantages to using such a format. First of all, the display of such an image would be
quite expensive and hard to setup correctly. Furthermore, using a panoramic format will result in a
number of limitations in terms of direction and narrative and is more suitable for play-like designs. It
will also result in a longer production time, as more set pieces have to be created.
Another important aspect of cinematography is the use of focus and depth of field. Although shallow
focus is a much used technique in traditional cinema, I know from experience, that its use in virtual,
immersive media is less successful. As you’ve read in chapter III, in for example the text on IMAX
3D, using shallow focus can result in eye strain and headaches and in general does not improve
immersion.
Since we’ve already established that the spectator has the freedom to potentially look at anything he
wants, everything in the environment should be able to be focussed on. One option would be to simply
have everything visible in focus. Another would be to use a modern stereoscopic HMD, as mentioned
in 3.6, that have the ability to make virtual objects appear to be at a certain distance. This way, the
spectator’s eyes can focus on a certain distance, with other distances being out of focus. An added
bonus is that the stereoscopic image will make environments appear more volumetric and as such
make them more immersive.
The downside to using this method is that the device makes the medium less transparent, as I talked
about earlier in 3.6. Furthermore, although stereoscopics and depth-focus will not result in more
production time, it will increase render and postproduction times threefold.
Looking at the pro’s and cons of both methods, I think that at the moment, just having the entire
environment in focus is the more efficient option.
5.3 Editing
Editing forms one of the pillars of cinematic language. It allows filmmakers to tell stories more
efficiently and to have more control over the spectator’s emotions. And while it does make for an
excellent storytelling device, it also makes the medium less transparent. It emphasizes that the
spectator is being told a story.
In his book In the Blink of an Eye, editor Walther Murch argues that this is not true and that, when
done right, editing forms a very natural and unobtrusive way of telling a story. As hinted by the book’s
title, Murch is of the opinion that editing in a film is similar to blinking in real life. Although blinking
was always considered to be a necessary way of moistening the eyeball, according to Murch, new
research has proven that it also plays an important role in the handling of information by the brain. By
blinking, the continuous stream of incoming information is cut into smaller, more manageable pieces.
This makes it easier for the brain to analyse and structure his surroundings. The frequency at which a
person blinks depends on the situation he is in. An intense, fast moving situation will result in
increased blinking, while in calm and relaxed situations a person will hardly blink at all.
Murch first noticed the link between editing and blinking during a test viewing of Coppola’s The
Godfather 2, which he was lead editor on. The spectators often seemed to blink at the precise moment
of a cut. In the editing of following movies, Murch deliberately cut in a scene, at moments he felt the
urge to blink. This resulted in a very natural, unobtrusive form of editing.
Although Murch makes a quite compelling argument and I agree with him that editing can be a very
natural and unobtrusive storytelling device, I think that for the sake of immersion, it’s better to not cut
at all. In my opinion, editing, inconspicuous as it might be, still emphasizes the medium and thereby
makes it less transparent.
While blinking may cut reality into smaller, bite size pieces, they do not make a person instantly jump
through time and space, the way cuts in film do. I think this is the big, fundamental difference between
the two. A real life experience, is one continuous stream of information. Although blinking cuts that
stream into smaller pieces, the end of the first piece and the beginning of the second piece always fit
against each other. Just imagine how unsettling it would be, when every time you blink you’d find
yourself in a different location.
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There is also an editing technique that uses so called transitional cuts: instead of making a hard cut, it
is masked by effects like cross fades, dissolves, wipes or morphs. Although the technique is meant to
make the transition from one scene to the next more fluid, in my experience all they do is prolong the
transitional period between two scenes, making the spectator more aware of the medium.
All of this causes me to think film editing more resembles the process of remembering an experience,
than the actual experience itself. As such, I think an immersive animation should be one continuous
shot, without any cuts. This does present the filmmaker with a number of challenges in bringing across
the narrative, but in the end can also lead to a more powerful message. It is harder to tell the story in a
clear cut way, but having the spectator think he is experiencing the story will make the main message
of the story more potent. Instead of having the message of the film spelled out for him, it is up to the
spectator to draw his lesson out of the experience. Consequently, there is a chance the spectator takes
something different out of the experience than the director intended, seeing as experiences are very
personal.
5.4 Design
The term design is used to describe the overall look of the animation, in terms of stylization, theme
and visual structure. After researching many art movements and contemporary media in chapters
II and III, I’ve come to the conclusion that a number of visual aspects influence the level of
immersion.
First of all, environments should be depicted with a great sense of depth. The invention of linear
perspective in the Renaissance immediately proved to be a huge step forward in creating immersive,
illusionary worlds. The further development of the correct, natural depiction of perspective has only
caused virtual environments to become more and more convincing, so it’s clear to me that, in order for
an environment to be immersive, it’s depiction should be bound by the laws of natural, spherical
perspective. In combination with the fisheye camera, this will result in a very convincing, immersive
depiction of depth and space.
The illusion of depth can be further enhanced by the use of atmospheric perspective, as made popular
by the Impressionists. As talked about in chapter II, atmospheric perspective implies volume and
emphasizes the depth within the image, the spaces between the objects in the environment. Combined
with the use of linear perspective, it will make it easier for the spectator to imagine himself in the
environment and makes them look less artificial.
The second design aspect is the theme and atmosphere of the environment. As you’ve able to read in
the preceding chapters, I think that spectators will be more easily immersed in an environment, when
they find it attractive and comfortable to be in. The specific properties of such an environment can be
found in chapter IV.
The third design aspect is the degree and form of stylization of the animation. Most of the immersive
artwork we’ve looked at in chapters II and III are exceedingly realistic or aim to be. This could lead
one to believe that environments have to look realistic to be immersive. Creating completely realistic
environments however, is very labour intensive and quite limiting in making an environment feel fresh
and exciting. I would like to argue that a number of visual elements can be stylized.
We’ve already established that the depiction of depth has to be quite realistic, so what other elements
does that leave us with? What about the shapes of the environment? Does the particular shape of
objects influence the level of immersion? In answering this question I would like to turn your attention
to the Impressionists, discussed in chapter II. Because of the way Impressionists worked, their
depiction of objects was often quite crude or stylized. The impressionists developed methods of
quickly translating things like trees, plants and grass onto the canvas in a very convincing way. They
were able to distil the essence of the object, by painting the approximate shape of the object and
adding a few key accents, that characterize it. By using a lot of quick, short brushstrokes they also give
the object the appearance of being very detailed, without painting the actual details.
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This brings me to another design element: details. Does the environment have to be very detailed to be
immersive? Details do make an environment feel real, mostly because we never encounter totally
featureless environment in real life. The immersive images from the Renaissance and Romanticism
movements definitely were very detailed. The paintings of the Impressionist however, only appear to
be very detailed. This has lead me to believe that immersive environment only have to appear detailed,
without actually having to be very detailed. What I mean is that smaller or background objects don’t
need to be completely fleshed out, but should be there. A basket of apples for example could just be a
red-green blob, with a few shadows and highlights, instead of rendering every, single apple in fine
detail.
What I think is more important, and what brings me to the next design element, is the surface quality
of the environment. In order for environmental objects to appear real, they have to appear as if they are
made out of some sort of material. This can be done by giving everything a very textural feel and can
be further amplified by giving objects a used and worn appearance. Making objects appear as if they
consist of actual material, gives them mass, volume and above all, the illusion of existence. This is
especially apparent in Renaissance and Baroque paintings, in which the use of oil paint allowed artists
to give objects a very tangible appearance.
The ability to make objects appear to be made of actual matter, presents the artist with a wide range of
stylization opportunities. It allows him for example, to use more cartoony or odd shapes, as long as
they fit within the context of the environment. Cartoon characters are often so stylized that they
become abstract beings. However, making such character appear to have weight, volume and a textural
surface, they become tangible and therefore appear to exist.
The last design aspect I want to talk about is lighting and colour. If we want to be able to see an object,
we of course need light. But if we want to be able to see that an object is made of actual matter (with
weight, volume, translucence, surface texture etc.) we need a very realistic lighting model. If we take a
material such as glass for example, you will notice that it is completely transparent. It however, is not
invisible. Because of the properties of light and the material, you see reflections, refractions and
caustic effects. This is true for all materials, though they all have different properties.
A realistic lighting model is also necessary for showing that an object has volume, by giving it
highlights, self shadowing and cast shadows. Another important aspect of realistic lighting, is that
objects reflect light. If one, for example, places a white vase next to an orange wall, the side of the
vase facing the wall will appear somewhat orange. Without such colour reflection, environments look
very artificial and flat, as can be seen in many early digital 3D environments of videogames and
virtual reality installations.
I will elaborate on the specific lighting and colour of the animated environment in the next paragraph.
5.5 Colour and Lighting
As you’ve been able to read in the preceding chapters, lighting and colour plays a big role in making
an environment appear atmospheric and tangible. I’ve already talked about how light and colour is
used to create attractive environments in chapters I and IV. The use of a bright yellow/orange key light
results in environments that appear very warm and sunny. It also makes for very contrast rich images,
with very visible shadows that give more definition to the shapes of the environment and saturated
colours. The contrast can be further increased by giving shadows a blue or purple tint, mimicking the
appearance of actual shadows under a completely blue sky.
Certain colour schemes can also make the environment appear more dynamic and lively, by using one
key colour and its complementary colour, accented with other bright, saturated, contrasting colours,
such as in this case green and red.
Finally, making distant colours appear to fade (i.e. atmospheric perspective) gives the environment a
greater sense of depth and makes it appear more volumetric.
Now we’ve established how the environment should be coloured and lighted, there’s still the challenge
of presenting those features to the spectator in a convincing way. In chapter II you’ve been able to read
how the Impressionists created methods of depicting light and colour in a way that approached the
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way they look in reality. Impressionism in particular is very good at making the colours and lighting of
an environment appear as if you’re looking at it, at this very moment, instead of looking like a
recording, such as a photograph or Baroque painting. Because of this aspect of actuality, I think the
Impressionistic colour scheme is an exceptionally powerful tool in making a virtual environment
immersive.
As stated in chapter II, Impressionistic colour use resembles that of high dynamic range photography,
in both appearance as well as creation. HDR photography however, is less prone to subjectivity and
can result in physically correct contrast and colour depiction.
Ideally, the animation should be made in a high dynamic range format and displayed as such.
However, HDR display technology is still in its infancy and very expensive. A viable alternative
would be to use a tone mapping process to translate the HDR colour information into a standard 24-bit
RGB colour array. Although a lot of colour information is lost in the process of tone mapping, it will
still result in, what in my opinion is, a more convincing and realistic depiction of colour.
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Chapter VI
The Physical Viewing Environment
Now we know what is required to make an animation as immersive as possible it is time to see how
this affects the viewing environment. How does the viewing environment has to be designed in order
to accommodate for the needs of the animation? And how is its design affected by things like
ergonomics, comfort and narrative? In answering these questions I’ll be looking back at the research
done on environmental psychology in chapter I and of course my ideas on immersive animation
expressed in chapter V.
In chapter VII you’ll be able to see how the conclusions of this and its preceding chapter have shaped
my final individual project at the HKU.
6.1 Interior and Exterior Design
The interior and exterior design of the viewing environment is its overall structure and appearance.
The design is shaped by a number of factors: function, ergonomics and aesthetics.
The function of the environment is to form a setting in which one can view an animation in a
maximally immersive fashion. So first of all, the environment should provide the spectator with some
sort of visual display and audio system.
Secondly, the environment has to comfortable an easy to enter and exit. Looking back at the different
immersive media containing movement (Chapter III), I think it would be best to let the spectator sit
down in the installation. This will prevent the spectator from having to keep his balance and bringing
attention to the reality of the installation. While the spectator should be comfortable and relaxed, he
should also remain alert to make the experience more intense. I think a crossed-legged position would
be best for this. The position is often used in eastern mediation and places the spectator in a
comfortable, stable and alert posture.
The environment should also give the spectator a sense of freedom, so he should not be obstructed by
any objects. He should not have to lean against any back or arm supports and should be able to move
his upper body to a certain extend (swaying along with the movement of the animation).
The viewing environment should also stimulate the spectator’s senses as little as possible. This means
that the visuals and audio of the animation should form complete sensory substituting stimulations,
while the spectator’s other senses should receive as little real stimulation as possible. This way the
lack of stimulation will be compensated by the spectator’s own mind, stimulated by the visual and
audio input. This means the environment should be odourless and soft to the touch. Obviously, the
spectator is not going to taste the environment, so I’ll leave that out of consideration.
The third aspect of the design is the aesthetics of it. The exterior of the viewing environment should be
attractive and entice people to enter the installation. Ideally, it should have some connection with the
virtual world, to get people in the right mood. The installation could look like some sort of vehicle or
transportation device, but it should never look like what it in reality is: an audiovisual medium. It
should never be apparent to the spectator that he’s going to watch a medium, as this severely decreases
the chance of the spectator being immersed.
The interior of the viewing environment should appear comfortable, safe and inviting. This can be
done by using warm colours in combination with differently coloured accents. The environment
should be lighted moderately, not too bright and not too dark.
Furthermore, the interior should not look fake or sterile. Having the environment look a bit old and
worn, gives the environment character and a familiar feeling.
Although the interior has to be attractive and bestow a sense of security on the spectator, one should
also make sure that its design doesn’t negatively affects the immersive experience itself. Although
bright colours are attractive, they could also form a distraction and draw attention to the reality of the
medium.
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6.2 Video Design
As talked about in chapter V, the animated environment should surround the spectator as much as
possible and at the very least fill the his field of view. Looking back at the various immersive devices
created over the years (Chapter II and III) I think it would be best to use a spherical or dome shaped
display. Using such a display, the image will from a complete reality substituting visual stimulation, as
it completely fills the spectator’s field of view. Furthermore, a dome shaped display makes it relatively
easy to depict a mathematically correct perspective. Another advantage of using a dome shaped
display is that every part of the image is placed at the same distance from the spectator’s eyes,
resulting in a more relaxed and convincing viewing experience.
Ideally, the dome should ideally have a diameter of at least 18 metres, as this places the dome surface
at a distance of 9 metres from the spectators eyes, at optical infinity (as can be read in chapter III, in
the paragraph on HMD’s). This will make for a more relaxed and immersive viewing experience,
because the spectator appears to gaze into an actual environment. Using a smaller diameter dome, it
will be more apparent to the spectator that he is looking at a projection on a flat surface, as the texture
of the dome is more visible.
Another important thing to note is that the spectator’s eyes should always be located at the centre of
the dome, independent of the size of the dome. As talked about earlier, if the spectator is located off
centre (such as is the case with OMNIMAX theatres and the Idome), the image will appear distorted
which will emphasize the screen and its shape.
Besides completely filling the spectator’s field of view, the image ideally should be stereoscopic and
have depth focus (as talked about in chapter V). This will further hide the fact that the spectator is
looking at a flat screen and will make the environment more immersive, by depicting depth even more
convincingly.
Ideally, the video should be displayed with a very high luminance range, resulting in a high dynamic
range image. As talked about in chapter II and V, HDR imagery will make the animation look more
like an actual environment, instead of a recording of an environment.
Finally, the display should be as high resolution as possible, making it impossible for the spectator to
see actual pixels. This will enhance the transparency of the medium and also allows the spectator to
see more detail.
6.3 Audio Design
I want to touch briefly on the aspect of sound. I personally think that sound plays a very important role
in animation as well as immersive media. Sound is also in general regarded to be a sensory stimulation
that is part of the medium of animation (together with visual stimulation of course).
I think the sound, in an immersive medium, should be designed similarly in many ways, as the visuals.
The sound should portray a great sense of depth, it should sound natural and detailed and should fit in
the context of the environment.
According to my audio designer, Tim Walther, a sense of depth in audio can be created by varying the
volume of sound, which simulates variety in distance, and by creating a stereo audio field. The human
mind can determine the source of a sound by analysing small differences in the sound input from both
ears. When for example the sound input of the left ear is louder than that of the right ear, the mind will
think that the sound is coming from the left side of the person. This effect can be simulated by two or
more speakers.
To make sound appear natural and detailed, it needs to have a high dynamic range. In audio this means
that the audio system should be able to output sound at as many volume levels and frequencies as
possible. This also means that the input for the audio system, the soundtrack, should be as high quality
as possible, without any static (random noise) or blockwaves (sound harder than the format can
display).
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Finally, the audio should sound like it is actually coming out of the environment. A sound almost
never reaches the ear in its pure form. The sound is always reflected, distorted and/or absorbed by
objects in the environment. This has a huge impact on what it sounds like. A recording done in a small
empty room for example, will sound completely different from the same recording done in an open
field. This is because, in a small room the sound is reflected by the walls and redirected to your ear. In
an open field, there is nothing to reflect that sound, except the ground, but that usually only absorbs
the sound.
One last requirement of the audio is that it should form a complete reality substituting sensory
stimulation, just like the visuals. The spectator should be completely protected from outside, ambient
noise and only hear the sound coming from the virtual environment. This will ensure an clear border
between the two realities and result in a more immersive experience.
6.4 The Technology
Although the technology to create a truly immersive medium is not yet available, we are technically
able to make the medium of animation much more immersive. What kind of technology is needed to
create the immersive format described in the paragraphs above?
The required visuals could best be displayed using a high resolution digital projector. Modern
projectors can output a high resolution image and also have the ability display stereoscopic footage.
The projector can be fit with a fisheye to project a spherical image on the dome shaped screen.
Alternatively, the projector could be combined with a spherical mirror to project the image on the
screen correctly, which would be cheaper and would also free up the centre of the dome for the
placement of the spectator.
While there are currently no projectors that display HDR images, they do have the ability to show
great contrast. Such projectors could theoretically be fit with a graphics processor capable of
displaying images in a HDR format.
The dome shaped screen could be made of pretty much any material, as long as its surface is very
smooth, white and reflects light in a diffuse way. The dome could for example be made of a carbon
fibre structure or a geodesic textile structure like an OMNIMAX screen.
Now on to the audio. There are of course numerous surround sound systems such as Dolby Digital and
or DTS. The latest versions of those formats us a high dynamic range audio format, high quality
speakers and up to 12 different channels of audio, to deliver a very realistic, volumetric soundscape.
Although these systems can generate very realistic sound, they are very hard to set up and even harder
for a sound designer to create a mixdown for. Small flaws in the soundscape are very apparent to the
spectator and will make the experience less immersive.
That’s why I’ve decided to develop a new immersive sound system with the help of audio designer,
Tim Walther. Although the soundscape generated by the system is arguably more stylized, in my
opinion it can also generate one of the most immersive audio experiences I’ve ever had.
The system uses only two high quality speakers combined with extensive sound damping. The
speakers are placed 2 metres apart, one at either side of the spectators head. Because of the sound
damping, the sound coming from the left speaker will only enter the spectator’s left ear, while the
sound coming from the other speaker will only enter the right ear. By doing this, the sound designer
has complete control over the virtual placement of the sound, with almost pinpoint accuracy.
Furthermore, playing a standard stereo mixdown on the setup will result in a completely immersive
experience, in which the sound is coming from all around and even from within the spectator.
This sound setup is particularly useful in more dreamlike immersive experiences or for displaying
non-diegetic sounds like music or voiceovers, as it almost feels like the spectator is creating the sound
themselves or that they are imagining it.
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Chapter VII
The Practical Research Regarding Treehuggers
Now you know everything about creating the most immersive animated experience possible, in this
chapter you can read how I’ve incorporated this knowledge into the project part of my exegesis, the
animated short/installation Treehuggers. I will also talk about what problems I’ve come across during
the conception and production of my project and how it was affected by budget and time restraints.
Sadly, I was not able to test the effectiveness of my project in terms of immersion, because at the time
of writing this, it is not yet finished.
7.1 Story
The idea to do my research about immersion was born long before the start of my final graduation
project. Almost simultaneously with it, the idea grew to create a short animation about the
environment. I have always had a great love for nature and have become increasingly concerned with
how people treat it and each other. That’s why I felled the urge to create an animation in which I could
voice my opinion about the matter and doing so hopefully inspire people to be more aware of their
environment and the way they treat it. Making films also always help me get a better understanding of
how I myself feel about certain matters and how I should deal with them.
The two ideas seemed to me like a perfect fit: what better subject for immersive animation is there
than the environment itself. So overtime the both ideas underwent many changes and eventually grew
into my final exegesis. Starting my research very early on in the process allowed me to really use my
findings to determine the shape of my project, which was one of my personal goals going into it.
My final project is called Treehuggers and can be classified as an installation. It consists of a short
animated film and an accompanying viewing environment.
The story of Treehuggers is quite simple: the spectators step into the installation and are somehow
transported to the world of the Treehuggers. The world is quite similar to our own, yet is completely
environmental friendly. As the spectator flies through the world, he can see how this environmental
friendly perspective on things has affected architecture, transportation and all other aspects of daily
life. As we continue to go further into the world, we notice that all the characters living in the world all
seem to be moving in one direction. As we follow them, we end up at a hill where we see a huge tree
being flown towards the top of the hill. We now find out that all the characters of the world have
gathered here to celebrate the planting of a new tree. A true celebration of nature. After the tree is
planted, the spectator is taken back to reality and will exit the installation.
As a result of my research findings, I have structured the story as a visit or journey to the virtual
world. I’m not being to clear however about how the spectator is transported to the Treehugger world.
The animation is preceded by an abstract animation, which is designed to appear like a dream or
vision, in which the spectator slowly is pulled deeper and deeper, until he enters the virtual world.
The idea to design the introduction this way was inspired by the movie Contact, by Robert Zemeckis,
in which the lead character enters an alien device and is magically transported to another world, even
though, to the people on the outside, the device doesn’t seem to go anywhere.
Whether or not it was a good idea to design the introduction like this remains to be seen at the final
examination and project market.
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7.2 Design
Looking at the design requirements I had set myself in chapters IV, V and VI, I knew the world was
going to be quite realistic is terms of visual appearance, but could be stylized to give it a lighter
character. The environment was to have both familiar and foreign elements and should appear lived
and worn. At the same time the environment should be shaped by the environmental friendly nature of
the characters.
In light of all requirements, I’ve chosen to model the environment after a combination of different
Mediterranean coastal areas, with an environmental friendly twist. That twist can, for example, be seen
in the architecture. All architecture uses materials and building methods that have as little impact on
nature as possible. They use a lot of untreated rocks, clay, textiles and tree branches and saplings. As a
result of that, the architectural style resembles that of the Renaissance and the Baroque, as architecture
from those periods primarily got its strength from its structure, rather than its materials.
Furthermore, nature and manmade structures take up equal space in the environment. Buildings are
covered and surrounded by plants and trees and they follow the curves of the natural landscape.
Vehicles in the world are also completely environmental friendly, being propelled by wind, water of
solar power or by the characters themselves. The vehicles resemble to some extend real life vehicles,
to show the viability of them.
The characters in the world are somewhat stylized, but are still very human. They’ve been made to
look very similar, to imply a connection between all living things. They also have been designed to
have certain aspects of plants and roots in them, to bring them closer to nature.
Overall, the environment is designed to be very comfortable, with warm, sunny weather and all of the
other necessary environmental elements as described in chapter IV and V. Although I have not been
able to test the final environments on anyone, people were enthusiastic about pre-production artwork
and found it atmospheric and attractive.
Fig. 7.1 Compilation of pre-production artwork
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7.3 Direction and Storyboarding
Structuring the animation as a journey or visit allowed me to use the various directional and
cinematographic devices developed in chapter V. The animation uses a camera that flies through the
world of the Treehuggers in a single, long take. I’ve tried to make the camera movement very fluid,
while still giving it a dynamic feel. I’ve also tried to give the camera some weight, with visible inertia.
Information from the narrative is presented very subtly and nonchalantly. I’ve constructed the
animation in a way, that it doesn’t matter which way the spectator is looking and still get the necessary
information to follow the storyline. This is also caused by the fact that the story itself is quite thin.
This has allowed me to have a lot going on, a lot for the spectator to see, and still have everything
attribute to the story.
Below you can take a look at the final storyboard to get an idea of the structure of the animation
.
(Storyboard continues on the following page…)
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Fig. 7.2 Storyboard
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7.4 Production
For the production of Treehuggers I needed techniques and technology that would allow me to create
the world and animation I had envisioned in an effective way. Seeing as I needed the world to be
depicted with realistic perspective, sweeping camera movements and tangibility, it seemed to me that I
could choose from two techniques: stopmotion and CG. At the beginning of developing the concept, I
had my hart set on stopmotion. This because it’s very easy to make environments appear tangible and
volumetric, and also because I had spent the preceding semester doing only CG animation. However,
after having done some stopmotion tests, using fisheye lenses and homemade camera tracks, I came to
the conclusion that using stopmotion simply wasn’t possible, given time and budget constraints.
That’s why I decided to go CG all the way. Using combinations of several techniques can be
interesting, but the process of compositing and motion matching can be very time consuming.
As a base for the whole production I chose to use Maya, a 3D graphics package I’m fairly proficient
in and have used since I came to the HKU. To help me speed up production and increase the quality of
the visuals, I decided to combine Maya with two other programs, namely Mudbox and Maxwell Light
Engine. The first is a package which is very handy to model detailed, organic forms. It allows the user
to sculpt 3D surfaces using a Wacom graphic tablet.
The second program (Maxwell) is a render engine. It is the only render engine available today, that
uses the real world physics of light to render digital, 3D scenes. The engine is coupled with a material
system that mimics the way actual materials are constructed, using various physics properties. This
really helped me speed up the creation of realistic materials and lighting, as I have a fair knowledge of
physics.
Another advantage of Maxwell is that it renders images in a HDR format, allowing me to create tone
mapped images very easily.
Fig. 7.3 Test render using Maxwell
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7.5 The Viewing Environment
The final viewing environment is a stripped down version of the basic viewing environment described
in chapter VI. Although it has the same basic features as that design, it lacks stereoscopic projections,
depth focus, extensive sound isolation and is scaled back in size. Though the first two of those features
were consciously left out of the design, as I think technology hasn’t developed far enough to create
stereoscopic imagery with depth focus in a convincing, yet unobtrusive way, the lack of optimal sound
isolation is a result of time and money constraints. Instead, I’ve chosen to spend my resources more on
sound damping, to ensure that the immersive sound system works properly. This combined with the
sound isolation that is there, I think ambient sound will be blocked out sufficiently, when placed in
environments with moderate noise.
I’ve designed the outside of the installation to match the architectural style of the virtual world. While
I didn’t manage to recreate my original design, I still think the final design is sufficient in creating the
right atmosphere.
The inside of the viewing environment is meant to be very calm and comfortable. The spectator sits in
a crossed-legged position on a soft foam seat. His head in the exact centre of the dome shaped screen
and in the centre of the immersive audio field.
Fig. 7.4 Succeeding installation designs and technology designs (final design not shown)
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Conclusion
In this thesis I’ve tried to answer the question “How can a higher degree of immersion be reached in
the medium of animation?” In trying to find the answer to this question, I’ve looked at what actually
makes up an environment and how humans interact with it. After that, I’ve researched what role the
environment has played in different art movements and contemporary media and how artists in the
past have tried to translate its power, its essence onto a flat surface. And finally, I’ve tried to combine
new knowledge of environmental psychology and successfully immersive elements of past media into
the medium of animation.
While I feel my research has been quite extensive, I also feel that it was worth it, for I’ve managed to
conclude that the degree of spectator immersion in animation, or any other medium, depends a number
of factors:
The most important of those factors is the transparency of the medium. One of the first observations
I made during the research for this thesis, is that there should be a clear distinction between an
experience and the telling of a story. An experience is a story that is lived, an event that is observed
first hand as it transpires. A medium however, wants to pass on the information or feeling generated
by such an event. It tells a story.
The main goal of immersing a spectator is to make him feel like he’s actually in the environment,
experiencing the event firsthand. So it’s because of the very nature of the medium, that it seems
incapable of immersing a spectator. The trick however is to design the medium to tell a story in such a
way, that the spectator is given the illusion that he is actually living the story. The spectator should not
be aware of the fact that he’s being told a story: the medium has to be invisible to the spectator. The
more transparent the medium, the higher the degree of immersion.
The second factor that influences the degree of immersion is the medium’s ability to deliver a
complete reality substituting sensory stimulation. This means that the medium should form a clear
border between reality and virtual reality as wells as completely replace sensory stimulation of the real
world by that of the virtual world. The spectator can not be in both worlds at the same moment.
The spectator’s field of view and field of hearing for example, should be completely filled by the
medium’s virtual world. Ideally, the other senses should also be completely stimulated by the virtual
environment. An alternative would be to keep real world stimulation to an absolute minimum and let
the virtual stimulation be generated by the spectator’s own mind.
In general however, it can be said that the more complete the medium substitutes the real world
sensory stimulation with virtual stimulation, the higher the degree of immersion.
Another important factor in immersing a spectator is giving the environments a sense of depth. The
real difference between an actual environment and a depiction of an environment is that the reel
environment exists in three dimensions, while a depiction only exists on a flat plane. The creation of
the illusion of depth is very important in making a spectator feels as if he’s actually moving in or
through an environment. The illusion of depth can be created by the use of mathematically correct
spherical perspective, atmospheric perspective, stereoscopic imagery and focus depth. The more
convincing the sense of depth, the higher the degree of immersion.
The fourth factor is freedom. The ability to look and go anywhere and do anything in the virtual world
is a strong signal to the spectator’s mind that he actually is in the virtual environment. The interface
with the medium however, should be completely invisible. Moving around in an environment using a
joypad for example, actually lowers the degree of immersion, because it makes the medium more
visible. In theory though, the more freedom the spectator has the higher the degree of immersion will
be.
The fifth factor in determining the medium’s ability to immerse the spectator is the tangibility of the
environment. Making virtual environments appear tangible gives objects in the environment mass,
volume and texture, and consequently the illusion of existence. Making an environment appear as if it
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actually exists is of course very important in immersing the spectator in the environment. The more
tangible an environment appears, the higher the degree of immersion.
The level of tangibility of objects highly depends on the realism of the lighting of the environment. As
light hits an object, its properties make the light, reflect in a certain way, refract in a certain way and
be absorbed in a certain way. These properties are specific to each material and are what determine the
look of that material.
The sixth and final factor influencing the level of immersion of the spectator is atmosphere.
Atmosphere is the phenomenon of an environment having a very distinct mood or tone. An
atmospheric environment in particular shows how the environment has the ability to influence the
mood and emotions of a person. By making a virtual environment very atmospheric, its ability to
influence the spectator on emotional level is emphasized, which makes it easier for the spectator to be
immersed in it.
Certain atmospheres are better at immersing the spectator than others. If the environment has a very
fun, happy, attractive atmosphere it’s more likely that the spectator will be immersed in it, than when
an environment has a very uncomfortable atmosphere, because the spectator actually wants to be in the
environment.
In general it can be said, that when an environment is very atmospheric and very attractive, it will
affect immersion in a positive way.
Although these factors influence that level of immersion in any medium, they translate particularly
well to animation. By directing the animation a certain way, the medium will become more transparent
and give the spectator the illusion of freedom. The design of the animation can lead to very
atmospheric environments, with great tangibility and depth. And the creation of specially designed
viewing environments can make the animation completely replace the spectator’s reality.
All in all, I’m very happy with the thesis. I knew going into this, that the research was going to be
quite broad and that this would result in a lot of information that had to be analysed. Although it was a
lot of work, I think it was absolutely necessary in answering the main question in a convincing and
well thought-through manner. While trying to answer the thesis question, I found it important to make
vague, abstract terms as the environment, atmosphere and immersion itself more concrete, to be able
to answer the question in a scientific and logical way. The information garnered in the analysing of
past attempts to make media more immersive, proved indispensable by providing me with tons of
information on immersion, that would otherwise have been impossible to find.
The aspect of the thesis I’m most happy with, is the interconnectivity with my graduation project, the
practical side of this exegesis. The information gathered in my research proved indispensable in the
creation of my project. The project in its turn also presented me with issues I had not thought of earlier
and added to the thesis. Having the research of my thesis and project so tightly woven together, also
allowed me to waste as little time as possible, which in turn improved the quality of both.
Having said that, there are also some downsides to the way I’ve conducted my research. Because the
research was so broad, I wasn’t always able to research certain subjects as in-depth as I might have
wanted to. It also left me little time to do more empirical research and put my theories to the test, using
prototypes and test audiences. Although my theories are based on the analysis of other immersive
media and theories in the field of physics and psychology, I have very little actual, physical proof that
they are correct. This proof could have been created by the testing of prototypes.
This is why I think that future research in the field of immersive animation should focus on specific
aspects of immersion and consist primarily of empirical research. I feel I’ve gathered so much
information on the phenomenon, that at the moment there is little left to do, but to test my theories in
the real world.
71
Bibliography
Books:
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Wiley (February 1, 1984)
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Chave, A.C., Mark Rothko: Subjects in Abstraction (Yale Publications in the History of Art).
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Darwin, C., The Origin of Species
Gramercy Books, New Ed edition (30 juni 1995)
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Furniss, M., Art in Motion, Animation Aesthetics
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Galton, J., The Encyclopaedia of Oil Painting Techniques.
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Gaunt, W., The Impressionists.
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The MIT Press; Rev Sub edition (January 17, 2003)
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Honour, H. & Fleming, J., A World History of Art.
Laurence King Publishing, 7Rev Ed edition, London (August 2005)
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Israel, T., Some Place Like Home: Using Design Psychology to Create Ideal Places.
Academy Press (December 19, 2003)
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Lasseter, J., The Art of Monsters, Inc
Chronicle Books (October 1, 2001)
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White Star (November 15, 2005)
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Murch, W., In the Blink of an Eye: A Perspective on Film Editing
Silman-James Pr; 1st ed edition (April 1995)
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Murray, J.H., Hamlet on the Holodeck – The Future of Narrative in Cyberspace.
Free Press (July 16, 1997)
72
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Nelmes, J., Introduction to Film Studies
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Web Articles:
-
http://en.wikipedia.org/wiki/Fulldome (april 2007)
http://natepagel.home.mindspring.com/WED/ (Nate Pagel, april 2007)
http://www.elumenati.com/projects/panascope360/index.html (the Eluminati, april
2007)
- http://www.icinema.unsw.edu.au/projects/infra_dome.html (Icinema, april 2007)
- http://en.wikipedia.org/wiki/IMAX (april 2007)
- http://en.wikipedia.org/wiki/Visual_field (Smythies, J. april 2007)
- http://en.wikipedia.org/wiki/Back_to_the_Future:_The_Ride (april 2007)
- http://www.imdb.com/title/tt0094029/ (Star Tours) (april 2007)
- Official Star Tours homepage:
http://web.archive.org/web/20000229034013/disneylandsource.com/st/index.html
(april 2007)
- http://en.wikipedia.org/wiki/Motion_simulator (april 2007)
- http://www.boxoffice.com/boxoffice_scr/boxoffice_story.asp?terms=2214 (april
2007)
- http://en.wikipedia.org/wiki/Environmental_psychology (april 2007)
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73
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http://en.wikipedia.org/wiki/Feng_Shui (april 2007)
http://emsh.calarts.edu/~aka/papers/Absolute_Animation_and_Immersive_VR.html
(Scroggins, M., april 2007)
- http://www.usc.edu/uscnews/stories/12915.html (Schneider, B., april 2007)
- http://en.wikipedia.org/wiki/Metaphysics (april 2007)
- http://resumbrae.com/info/mcn01/ (Anstey, J., Pape, D., Roussou, M., april 2007)
- http://rhizome.org/thread.rhiz?thread=1720&page=1#2301 (Davies, C., april 2007)
- http://www.hitl.washington.edu/publications/r-97-15/ (Winn, W., april 2007)
- http://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment (april 2007)
- http://en.wikipedia.org/wiki/Long_take (april 2007)
- http://cinemaspace.berkeley.edu/Papers/CityOfSadness/slong.html (Nornes, A.M.,
april 2007)
- http://www.horschamp.qc.ca/new_offscreen/synthesis_theory.html (Menard, D.G.,
april 2007)
- http://pov.imv.au.dk/Issue_04/section_1/artc1A.html (Fanu, M. Le, april 2007)
- http://www.philips.nl/about/news/section-13669/article-14437.html (Philips, 01
september 2004)
74
Title Index
-
2001: A Space Odyssey (Stanley Kubrick, MGM, USA, 1968)
Big Fish (Tim Burton, Columbia Pictures, USA, 2003)
Contact (Robert Zemeckis, Warner Bros., USA, 1997)
El Laberinto del Fauno (Guillermo del Toro, Warner Bros. Pictures, Mexico, 2006)
Dromen met Open Ogen (Thedo Keizer & Nathalie Toisuta, Gerard Baar Televisie- en
Videoproducties and TROS, Netherlands, 1992)
Fabuleux destin d’Amelie Poulain (Jean-Pierre Jeunet, Claudi Ossard Productions,
France, 2001)
Jurassic Park (Steven Spielberg, Universal, USA, 1993)
Lawnmower Man, The (Brett Leonard, New Line Cinema, USA, 1992)
Un Long Dimanche de Fiancailles (Jean-Pierre Jeunet, 2003 Productions, France,
2004)
LOTR: Fellowship of the Ring (Peter Jackson, New Line Cinema, New Zealand 2001)
Matrix, the (Larry & Andy Wachowski, Warner Bros., USA, 1999)
Monsters, Inc. (John Lasseter, Disney, USA, 2001)
POTC: The Curse of the Black Pearl (Gore Verbinski, Walt Disney Pictures, USA,
2003)
Les Triplettes de Belleville (Sylvain Chomet, Les Armateurs, France, 2003)
Star Wars: The Empire Strikes Back (Irvin Kershner, Lucas Film, USA, 1980)
Star Wars: Return of the Jedi (Richard Marquand, Lucas Film, USA, 1983)